
Steam news
Full Steam announcements and update articles for this title.
Hey everyone! We've just pushed a hotfix reducing the level requirements to reach endgame for Annie and May routes. Main routes now end at 70 down from 90, which was way too much for a first run. The true ending is still unchanged from level 100.
We are at work on a patch now addressing many small issues as well as a balance update to further bring up certain playstyles. Thank you for your patience!
Hello bosses!
Firstly, a round of applause and heartfelt THANKS to all of our lovely reviewers - your positive comments on the game motivates us to do even better for you! Now to business!
We're pleased to announce Patch 1.1 is now LIVE! This patch is mostly a QoL, bugfixing, and usability patch that addresses most of the common concerns, a few exploits, and adds new tutorial and onboarding for players to make playing the game easier for newcomers.
Critically, we have now enabled streaming saving for the game - with this feature, you no longer need to close your game manually in order to trigger a save routine. Saving takes place automatically as you play the game, and you can safely leave your computer on AFK - you'll be able to keep your progress, even if you close your computer, alt F4 randomly, or Annie summons a meteor to your local power grid. Try it out and let us know!
Removed bottom links on the fancy couch, as people were hilariously too focused on connecting that and not using its actual influence ability
Summon Skeletons cost reduced to 20 mana from 25
Power card roll chance increased
Coin Rains from Loaded Dice are now capped at every 45s
Report Card has various fixes for more clarity
Updated Lucky and Unlucky buff/debuffs from the Coin Flipper
Motivational Poster now has a better static icon
Fixed city not updating to day time on UWS displays
Annie's comets should no longer bomb the city
Removed Timeturner talent
Replaced Great Expansion talent with the removed Timeturner talent. Musical chairs!
Early Pack unlocks are now more centrally situated for smoother onboarding
Fixed planetarium animations
Add new talent - Clickaclysm
CLICKACLYSM
Your Computer now Generates an additional 0.4 CPS on tap.
Gambler's Blessing talent has been replaced with Vault Master
VAULT MASTER
Your Bank Vaults gain an additional 500 Base Increment
Added new talent - Annie's Secret Wisdom
ANNIE'S SECRET WISDOM
Increase your Max Spellpower by 1.
Reduced Aura Mastery (1) to 3 Star Points from 5
Summon Skeletons (2) cost reduced from 10 Star Points to 5
Spread progression level distance between stories. Main storylines now end around level 80, up from 60. This also means Annie and May will bother their dear boss less in the early game.
Annie had a nap and is experiencing vivid dreams.
Improved Doomsday Party visuals
The player must now hold to clear the floorplan
The Glossary is now available in Pick 3's for better clarity on mechanics
There is now a tracker in the Report Card that shows your progress along the story, as well as your selected choices across all ascensions. Huzzah!
Added input delay when first showing Links tutorial
Improved feedback of Moody Candles
Facilities with no cooldown now display N/A
Improved responsiveness of node-swapping
Added Influence category to Glossary
Fixed Telescope output issue
Fixed visual issue with charges being misaligned while spell spamming
1812 Cannon should no longer go above 100 Crit
Removed infinite credit exploit with Astrolabe buff stacking
It's no longer possible to tap the computer in the inventory to Generate credits
Fixed audio issue with Bottled Lightning not playing sound
Fixed issue with some players not getting various Steam achievements
Fixed issue with Keyboard Smasher quest not checking its completion
Fixed issue with New Game+ occassionally not showing
Fixed issue with New Game+ not initializing correctly and leading to softlocks
Cabaret Mask no longer eats Idle
Fixed overlap issue with size 2 facilities
Playing Sides achievement now functional
Poker Set now shows upgrades in the workshop
Fixed potential issue with Link Monster achievement
Fixed sound slowdown issues on various builds
Fixed issue with power cards not having their descriptions
Spellpower now updates in Spell tooltips
Fixed issue with skin swapping being sticky
Fixed various issues with rarity increases in sequence
Fixed unlock costs showing as too expensive when you can afford it
Fixed audio issue with planetarium having loud hover sounds
Fixed audio issue with spamming Forge upgrades quickly
Hello bosses!
Firstly, a HUGE thanks to all of those leaving reviews on the game - we're getting an amazing feedback from players, and we truly appreciate all of your thoughts and compliments, it motivates us to do even better for you. Productivity HOO!
And now time for our patch notes. We're doing a small push again this week to fix some of the bigger issues with onboarding, clarity, and a few mission critical bugs:
Fixed issue with timed missions respawning
Fixed issue with audio slowdowns
Significantly reduced scaling on link locking costs
Added a new 'Generate' tag to better define outputs that go through the multiplier formula vs outputs that do not
Added a new 'Gain' tag for similar reasons.
Improved wording and clarity on various tooltips
Improved visuals in the Forge and card reward screens
Fixed bug with Roulette Wheel allowing for infinite credits
Reduced starcoin cost of magical spells
Buffed various Facilities:
Roulette Wheel
Poker Set
Unpaid Intern
Computer clicking now scales with level
Links activation now comes with a neat sound effect. Clink!
We're currently working on an upcoming patch that will address a few of the bigger issues, namely improving clarity in various areas, supporting streaming saves for folks who accidentally close their game while running, and a TON more bugfixes.
Once again we thank you for your support as we continue to improve the game.
Have a fan art!
Hello bosses!
Another round of thanks for all the new reviews on the page as well as the amazing feedback we've gotten from all of you playing the game. We've also got TONS of bug reports, which we are thankful for. Next week we will be stamping those little guys out! Onto business...
A few of you may have already seen this, but we've inked an agreement with the devil and released a DOWNLOADABLE CONTENT! Yes, everyone's favorite.
... of course, it isn't actually P2W. We did add some fun cosmetics for a few of the facilities in-game, ranging from the track running Guard Dog to the floaty Angel Dice. And of course, all of that served to you by your trusted Robot Butler Mr Bisquix.
The pack is merely a way for certain bosses among you to show your support for the devs - it adds NO additional gameplay or power, but we do think the skins are pretty neat!
Early Access supporters will also be getting this pack free of charge, as thanks for the support so far. It's because of our EA friends that we were able to make the game as fun as it is. We're working behind the scenes with Valve to ensure that EA purchasers get the pack, so the skins should be hitting your accounts with the quickness over the next few days.
Find the supporter pack here
We hope you enjoy.
Hello bosses!
It's the day after launch, and we are incredibly excited to see how players are enjoying the launch. We're seeing crazy builds, funny moments, and wonderful feedback from newcomers to the game. We also want to shout out and give a thanks to those leaving a review - it means a lot to hear your genuine thoughts as we aim to improve the game from here.
Now then, let's talk content. Intrepid players may have already seen a few of these "Money Bag" cards lying around their Pick 3's - we've just expanded the system to include about a dozen BRAND NEW special power up cards that can help vary, improve, and refine your run. Players in game will have a random shot at rolling for some of these special cards during normal play.
Pick up bonuses ranging from higher link caps to free upgrades and more. This is the start of the new powers system, and we hope to hear your thoughts on it, as we look to expand it further with things like Legendary effects and more.
We've also pushed a small set of updates for better clarity when players have many missions as well as a note in the Workshop to let players know they can lock those links. It will serve to help guide new bosses for now while we prepare a proper tutorial for the workshop screen.
Happy gaming!
Day 1 Hotfix!
Fixed issue with special missions giving computers instead of their proper rewards
Fixed issue with ninja stars
Fixed text clarity on Chainsaw and some buff descriptions
Fixed text overflow in report card
Tweaked early levelling for slightly faster progression
Hello bosses!
It is with great pleasure we'd like to welcome you all to your first day on the job. PAY 2 WIN: THE WORLD IS MINE is now available globally.
We hope you enjoy the game as much as we enjoyed making it. If you're new to the game, please make yourself at home - your two assistants are waiting for you to get started.
If you're an early access player, we hope you enjoy some of the new content and QoL improvements.
We've placed lots of exciting secrets, items, and fun events in the game for everyone to enjoy. If you'd like to theorycraft with friends, discuss the story, or just hang out, feel free to join us at our Discord here
Hello bosses!
We are returning from our long-lived development slumber to deliver a long-overdue update for our long-time supporters - that is all of you in our Early Access launch phase.
We will keep it short - 1.0 Beta for Pay 2 Win is now LIVE on the Beta test branch. This is the biggest update to Pay 2 Win yet, and we hope to gather lots of feedback, bug reports, and more as we prep the build for the official launch in early June.
A more formal changelist sits below the fold, but here are the biggest changes;
- Completely overhauled visual layer into Unity Native. Players should see anywhere from 2-5x improvement in performance, FPS, and compute requirements. Some animations are still waiting to be hooked back up, but you should see for the most part the same animations as in the current live version of the game - only much smoother and more performant.
- New Planetarium Visuals
- New Forge with reworked Link Reroll system (now you can lock your links to save good setups and reroll the rest)
- Links have been reworked and now function on a simple color code system
- New currency - Star Coins. These are the valuable coins you'll need to get new facilities and Planetarium talents.
- Planetarium slightly reworked to separate out Pick 3s into its own button in the UI.
- Purchasing new slots is now done through a simpler flow
- Revamped onboarding and tutorialization
- STEAM DECK SUPPORT! We have tested this internally, but would love to get this in player's hands - try it out on your Deck if you have one.
- Scene 3 has been replaced with a new Scene 14. We hope you enjoy.
- Steam cloud saving enabled
- Basic controller support added
- Various bugfixes and improvements
- Many more things we're forgetting
Simply right click the game in your Steam Library, go to "Properties", then "Playable Versions and Betas" and select the 'beta' branch. Your existing save on main branch will remain if you wish to switch back, but do keep in mind that the big reset for 1.0 is coming and that will include a reset wipe.
We hope you enjoy.
Players may now press spacebar during cutscenes to pass to the next line of text
Spells now have associated hotkeys from 1-5. No more sore fingers!
Players now get May's idle buff instantly upon completing the associated story (scene 7)
General improvements to overall performance
Legendary mission completions should now play the correct sound
Starlight Greatsword has new visuals
A new display is available that shows all of your currently activated talents
New Timed missions have been added to the game. Timed missions are credit races where players must achieve a certain amount within a specified time. Timed missions set some of the foundations for the future Roguelike mode, so do let us know how it feels to play.
Several new achievements have been implemented and are available
Computer
Output reduced by 1 from 2 and scaling reduced to 2 from 3
Cooldown reduced to 5 seconds from 10
Added new click/tap function to generate faster credits in the early game
Unpaid Intern
Output up to 4 from 3
Gamer Supplements
Scaling down from 9*Rank -> 7*RANK
Cooldown increased from 5s -> 8s
Printer
Scaling down from 50+(RANK*10) to 10+(RANK*10)
Streamer
Scaling down from RANK*20 -> RANK*10
Internet Router
Starting rank now RARE
Telephone Booth
Rank scaling down from RANK*20 -> RANK*12
Gym Rat
Scaling down from RANK*30 to RANK*6
Dartboard
Scaling down from RANK*100 -> RANK*50
Chainsaw
Rank scaling down from RANK*50 -> RANK*25
Motivational Poster
Cooldown reduced from 18s -> 16s
Critkeeper
Scaling reduced from RANK*50,000 -> RANK*10,000
Note: Critkeeper is meant to function as a huge payoff that takes a long time to charge up. With critical strike being so easy to get, this also makes Critkeeper's activation requirements much easier to fulfill. We are balancing her base income to better account for this, and are continuing to keep an eye on this unit. Overall she should still give you a huge payout, but this will help to make her gameplay less of an obvious snap pick.
Subwoofers
Now starting at EPIC rank.
Note: We like multifire, but in tandem with upgrades this makes it very strong a bit too early in the game. Subwoofers should still be a great pick if you have a strong facility to synergize with its output.
Fidget Spinner
Rank scaling down from RANK*4 -> RANK*2
Revolver
Rank scaling up from RANK*2-> RANK*4
Cooldown up from 9s -> 12s
Sprinkler System
Cooldown up from 6s -> 9s
Bottled Lightning
Rank scaling on Starlight buff down from 4s -> 2s
Stuffed Bear
Rank scaling down from RANK*2 -> RANK*1
Finance Chart
Rank scaling down from RANK*2 -> RANK*1
Leaky Cauldron has been reworked:
When you gain a Buff or Debuff, Charge a random Annie Facility by @ seconds, then place Leaky Cauldron on Cooldown.
Bubble Pipe has been reworked:
Gain 5 Credits, then Increment this by RANK times your level. While Idle, your Studio Power increases by RANK.
Note: May antisynergy begone!
Slot Machine has been reworked:
Press to Activate: Spin the Roulette and choose Black or Red. If you guess correctly, win RANK credits.
If you win, enter a streak, winning RANK% credits each successive win. If you lose, place this Facility on Cooldown for 180 seconds.
Roulette has been reworked:
Press to Activate: Spin the Roulette and choose Black or Red. If you guess correctly, win RANK credits.
If you win, enter a streak, winning RANK% credits each successive win. If you lose, place this Facility on Cooldown for 180 seconds.
Witch Time
No longer affects Ultimate Spells
Note: The scaling CDR was way too hard to balance, so we placed SJD on a shorter cd and made it uninteractive with WT, so that WT can continue keep its scaling effects. Boring yes, but should lead to more consistent play patterns on Annie builds.
Coin Collector
Now grants CPS when coins are clicked
Ascended Power
Cost now increases in triangular fashion
Extant Excavators are now nuked from orbit when the player completes the floorplan
Fixed visual display issue with Coin Flipper and Credit Card
Potential fix for alt-tab crash issue
Robot Assistant now gains its proper Crit Rate from Fax Machine
Credit Card no longer breaks idle on retriggers
Crit Rate gain above 100% no longer increases CPS
Fixed issue with Game Director's effect still being global
Lifetime credits are sometimes not fully accurate
Hello bosses,
We're pulling an incredibly on the nose move and delaying the game launch 1 month from its original May 4th launch to the new date of Thursday, June 4th. Simply put, we've done a massive rework of internal technology and we need the additional time in order to deliver a complete, polished experience to you, our loyal bosses. More information below, as well as some updates on how you can get an early version of 1.0!
What happened?
We had a version of Pay 2 Win ready to go for 1.0, including all of the new features, QoL, and content updates - however we experienced such massive demand for a Steam Deck compatible version, that we had to go back to the drawing board.
We won't bore you with too many technicals, but the visual runtime we relied upon simply didn't support Linux in the way we needed it to. In addition, Pay 2 Win (though 2D!) is a relatively CPU reliant game, and emulating that visual runtime on top of the Unity native stack was leading to performance drops. There was a big effort made in January to alleviate these performance concerns, but ultimately we had to bite the bullet when it came to really making this work natively and smoothly for all players not on high end PCs (looking at you, Steam Deck community!)
That rework is now complete, however, and we are back on track for launch. Still, it took longer than expected, and we never want to misplace heroism for a solid end product. In order to give players a smooth, QA'd, and (we hope!) bug-free experience, we needed the extra time to do proper testing, balancing, and implementation of new QoL and other features.
Give me the good news!
Of course, we have some good news too! All players on launch will be receiving some secret skins and visual interactions for the Streamer unit, free of charge. These were initially planned exclusively for our upcoming content creator campaign, but we've decided to share that work and art with all players as our way of saying thanks for being patient with us.
Additionally, for those who want to get the new updates and see what's coming for 1.0, we're opening up a beta branch version of the game in a few weeks. If you're interested in trying the new onboarding, systems, content, and more before 1.0, we'd love to have you try. We will release additional details around that when we release the beta branch. Hop in our Discord and chat with us when you do, we'd love to see you there.
Finally, we've gone ahead and released a small hotfix to the current version of the live game addressing some pain points:
1) The Stapler's reign of terror has ENDED! It no longer flows through the output formula twice
2) Ascension talent costs are now triangular, and scale properly. No more infinity credits!
These are small changes but we want to make sure our live game isn't left out in the cold for too long while we prep the big 1.0 patch.
Oh and we re-released the trailer. It's literally the same as the last one, just with the correct date. Our lovely marketing department thought it would be really funny if we left them both up so we will.
PRODUCTIVITY HOOOOOO!
Hello bosses!
We're pleased to announce that Pay 2 Win: The World is Mine will be officially launching on May 4th, 2026!
New things coming to the 1.0 Release:
Steam Deck Support
Controller Support
Revamped Planetarium Talent System
Revamped Player Onboarding
Forge 2.0/Revamped Upgrade System
New Talents, Ascension paths, and extra scenes
Revamped Link System with Link Locking Mechanic
Reworked Facilities and additional content
New missions and mission types
...AND MUCH MORE!
For those who are new to the game and world, we've also put together a Story Trailer that explains the narrative backdrop of the game:
As part of the launch event, we will also be bringing you a few extra goodies.
For new players, we will feature a 20% launch discount on Pay 2 Win, which will be available in the first week of launch! We will also set up a new Supporter Pack for individuals who would like to further support the devs. The supporter pack contains some neat skins for several of the in-game facilities, and once you own the pack, you can click or tap a facility in your inventory to update the visual.
We're excited to enter this next phase of the game with you all.
PRODUCTIVITY HOOOOOO!
Hello bosses! There’s a new update available on Steam.
Steam Cloud Save feature is now complete, but not enabled. We will enable Cloud Saving at a future date as we approach 1.0.
A new option has been added to the player settings to disable output text
Morality is now divided into various named tiers in the report card
Players can now scroll through the inventory with the mouse wheel
Players now have a confirmation step before gaining new talents in the planetarium
Early game missions have been rebalanced slightly
50 new missions have been added to the game. Missions have also been shifted towards post-game (level 100+) to give players more studio power bonuses as they continue their ascent
ASCENSION is now in the game! Players who get to the end of one of the five story routes will be able to Ascend. Ascension restarts the game at New Game+ and is selectable in the menu. Most things in the game will reset once a player opts into Ascension, however players will keep any legacy items (player route completion rewards) as well as having talent points roll over. There may also be a surprise or two at the start of NG+ awaiting players!
Note: Ascension is now in the game, but in a mostly basic version. Our next patch will include new Planetarium content that will allow for players to spend their newly earned talent points in progressing further up the levels, as well as getting access to more base studio power and output increases. At present we expect most players will be able to top out around level 200, so if you can make it further than this, send us some screenshots!
Bathtub debuff duration reduced along with rank scaling, as well as starting rank now Common
Magic Wand cooldown up from 150 to 300, rank scaling down from RANK*30 to RANK*15
Monocle has received a rework:
Gain 10 Credits. Increase this by RANK every time you've Bet, Spin, or Rolled on a May Facility.
Rank scaling is now RANK*200
Note: Monocle was going absolutely crazy in its previous iteration which was multiplicative. This version is still mega strong with a huge flat incrementation amount but doesn't trivialize the game.
May's Laptop cooldown reduced to 15s from 30s
Grinding Wheel now starts at Common rarity
Sprinkler System now starts at Common rarity
Philosopher's Stone now starts at Uncommon rarity
Finance Chart now starts at Rare rarity
Pool Table now starts at Uncommon rarity
Critkeeper's cooldown reduced to 60s from 600s, rank scaling increased from 600-(RANK*100) to 1000-(RANK*100)
Telephone Booth rank scaling increased to RANK*20 from RANK*2
Bubble Pipe has received a slight rework:
Gain 5 Credits, then Increment this by RANK times your level. You can no longer enter Idle, but your Studio Power increases by RANK.
New scaling on the level incrementation is 3 x RANK. Previous scaling remains the same.
Red Stone of Asia mana restoration reduced from +100% to +50%
Note: We found a funny situation here where you could stack stones and get infinite mana regen when we looked into this. We've tuned this down so stacking should still be strong but not gamebreaking.
Audio has been rebalanced. Sound levels should now be more consistent with each other
Fixed issue with declining the call and not being able to answer afterwards
Fixed links count display issue on beyond Legendary cards
Fixed issue where all scenes could be skipped on accident
Fixed issue with the game not remembering audio settings on alt-tab
Fixed visual display bug with spellpower showing on locked spells
Fixed issue with giga-stacking Gym Rat
Removed the Pizza Box's cooldown. Bon Apetit!
Fixed visual display issue on Spellbook Judgment Day's cooldown
Fixed audio issue with building new slots
Fixed layering issue on 1920x1200 monitors
Fixed visual issues with rain effects
Fixed longstanding issue with levelling runaway
Fixed issue with report card showing too much unlock progress
Links will now update and increase your active link count as soon as able
Red Stone of Asia now affects mana restoration on various facilities (Moody Candles, Blue Elixir, etc.)
It takes several taps to before entering the build office space flow
Hello bosses! There’s a new update available on Steam. We’ve reworked the missions (tracks visuals etc.). As part of this, players loading in current saves will have their missions removed. To compensate, we will be giving you all a new mission in-game that should get you back up to speed once claimed. We stronglyrecommend starting a new save in order to get early mission rewards (new cap bonus increases, etc), but existing saves will generally remain playable.
We've performed heavy game optimizations to various systems in the game. Players should expect vastly reduced resource consumption during play as well as a marked increase to FPS and smoothness. If you still have choppy frames, lag, or otherwise, do let us know! This is an ongoing initiative and we will make further improvements in the future.
Rarity has been reworked. Facilities with less than 5 upgradeable tiers now reflect a higher base rarity.
Updated Glossary
Players now have a chance of upgrading facilities when they roll new ones
Players now have a hidden Luck stat that affects various things in the game
There is now a new cap for both Studio Power and Link Bonus. This cap can be increased over time by completing missions, unlocking them via rewards, and other methods.
Players can now mute the game while it is in the background.
Spellpower has also been capped early game, and can be increased back to its maximum limit of 10 via various methods.
Selecting between Annie and May's choices in scenes 5 and 15 will now guarantee a pack of their type on the next pack unlock
Note - The game has changed significantly in the past months, and there is now a large amount of new or different information that players need to familiarize themselves with as they progress through the game. Our next update will feature new tutorialization and improved onboarding to help explain many of the concepts in the game. In the meantime, we recommend checking your Glossary for updated information. Thank you!
The true ending is now available. Players will need to meet specific hidden requirements in order to unlock the path to the true ending. We recommend checking your Report Card if you need a hint.
Both Annie and May's good endings are now also tied to specific hidden requirements.
A new set of ~100 generalized power up cards have been added to the game. These are alternative options to facilities and can help players hone in on a particular build as they play through the game.
Day/Night Cycle and its associated effects and requirements have now been implemented.
Spellbook Judgment Day has been added to the Planetarium and can now be unlocked with SP.
Facilities can now scale beyond Legendary, based on several hidden factors.
A new set of ~100 missions have been added to the game. Completing many of these will increase the player's studio power, and help further progression at later stages in the game.
Streamer base Crit Rate up from 10% to 35%
Bank Vault received a slight rework:
Gain 1 Credit. When this Triggers, Increment Output by 5 + RANK for every active May Facility. This increment can not be reset.
May's Laptop Cooldown increased from 0 to 30s
Talents in the Planetarium have been rebalanced. Supply Drops now cap at 4 SP, down from 10. Most other talents have been reduced in SP cost
Note: We are watching how the Planetarium interacts with the new mission rewards, as the two systems are relatively interlinked. We will continue to tune down talent costs if necessary, though this should be a big first step toward more affordable talent choices in the mid to late game. We would love feedback on the current numbers and the overall feel.
Pool Table has been reworked:
Press to Activate: If Day, Standard Facilities in Influence become May Facilities. If Night, Standard Facilities in Influence become Annie Facilities. Gain RANK Credits when an Annie or May Facility Triggers.
Clover has gained Rank scaling and has been slightly reworked:
On Trigger, Gain 7 Credits and 1 stack of Starlight for RANK seconds.
Whenever another Facility Triggers for an odd number of Credits, Gain one stack of Starlight for RANK seconds
Tricks and Tools is now delayed in the player pack unlock flow for smoother progression.
New sound effects for item upgrades, forge interaction, and more.
Starlight Greatsword has been reworked:
Press to Activate: Swing the sword to remove all Debuffs. Gain 1 stack of Great Starlight for each Debuff removed this way for 30 seconds.
If it is Night, this becomes 300 seconds instead.
Note: We mentioned an audio balancing pass would be coming, and is now on schedule for the following patch. Expect smoother audio levels soon!
Mission Panel and associated mission view has been updated
Note - This is an ongoing update, as the mission panel is so crucial to progression. At present rank labels and a few other visual kinks are in the mission panel, we expect to resolve these by next patch.
Current spellpower visual has been updated for better clarity
New animations have been added in various areas
Fixed issue with Fancy Couch not applying rank updates
Fixed issue with Dartboard output
Fixed scaling and description of Mini-Fridge
Aquarium now works with Red Skull
Fixed issue with Red Skull Buff not clearing when upgrading
Removed Magic Caster quest in favor of spellcasting mission track
Fixed issue with Psychologist not seeing certain facilities
Fixed issue with Astrolabe stacking
3D Printer and Swiss Army Knife now add their influenced facility to the item pool when under their influence
Fixed display issue with Roulette
Fixed bug with multiple project managers
In some cases, saved games are incompatible depending on savedata. If you load an old save and cannot access UI panels, you will unfortunately have to restart with a new save. We apologize for the inconvenience!
Hello bosses! There’s a new update available on Steam. This is our second foundational patch, and reworks many systems, progressions, flows, and facilities. This is a significant change to both the moment to moment gameplay as well as the overall pacing that places more emphasis on missions and pulling off interesting or unique combos. While there is no specific new feature, the sum of the reworks has significantly changed many elements of the game.
In particular, we focused heavily this patch on Annie’s facilities, playstyle, options, and combinations, reworking the spell system, mana regeneration, and related elements. In a future update we hope to do the same with May’s facilities, though we feel she is already in a strong place (May players fret not however - you will still find many updates to her facilities in this patch!)
We hope you enjoy.
Planetarium talents no longer carry between saves
Several issues fixed with Fancy Couch not raising rarity properly
Correct tier art now showing in planetarium for spells
Holding S key while outside of stories no longer skips instantly on story load
Laminator no longer adds 99 rarity
Yellow Sign buff is no longer stackable
Omamori now properly absorbing Debuffs
Swiss Army Knife Limit increase now working properly
Fixed Calculator's base output
Increment tag now working visually
Fixed issue with double stacking the Bathtub debuff
Scratch ticket now benefits from standard facilities when affected by Pool Table
Fixed missions not being clickable sometimes
Cocktail Waitress now only affects facilities that can be bet, spun, or rolled.
Fixed buffs sometimes not placing themselves into the first available slot
Fixed issue with Game Console and Omamori not working together
Finance Chart now works properly with facilities and spells while Idle is active
Fixed display issue where rain is on top of the forge and planetarium
Fixed issue with the game forgetting Annie and May's names if the player has skip story on
Fixed issue with output multipliers sometimes drifting between saves
Fixed visual issue with rarity seemingly resetting on load
Double Motivational Poster now works in Yellow Sign builds
Personal Chef now stacks in Yellow Sign builds
Night Shift no longer stacks beyond 1
Fixed issue with watercooler not tracking its applications properly
Fixed issue with Crit Rate display
Fixed display issue with Fax Machine description
Fixed issue with double watercoolers slowing game speed beyond 1
Fixed issue with night shift and idle giving incorrect output depending on application time
Fixed make a link mission
Tier art now correctly showing in the Grimoire
Fixed issue with watercooler not resetting its Moisturized applications
Links now count properly during game pauses
Improved menu responsiveness
Fixed visual stickyness on tooltips when exiting too quickly to main menu
New Sounds added
Note - We are aware of audio imbalance issues and will be performing a balance pass on audio in a future update.
Game options are now local to each save rather than global
Updated pack tutorial
Early game progression has been significantly retuned
Item descriptions have improved scaling
Forge now unlocks earlier in progression
Mana bar now has a tooltip showing mana regen and other useful information
Debuffs now have a max stack of 1
Buffs are now tracked separately and have their own timers when stacked
Changed wording in various areas for clarity
Trackers added to various facilities
Haste now stacks additively and Haste effects now increase the duration of remaining Haste when applied.
Note: This should make haste stacking a pretty good strategy, previous applications of Haste were just overwriting each other - with the new mechanism, you should be able to "build" Haste on various facilities to get them in a semi-permanent Hasted state, which we think opens up some new strategies.
content
New Facility - 3D Printer: Increase the Limit of all Influenced Facilies by @.
Note: As part of our facility redesign pass, multiple copies of facilities should be overall more balanced and work well together, so we feel good about turning this facility on. It's likely there are still some outliers, so do let us know if you find any gamebreaking combos!
Several early missions removed in favor of a reworked progression track
The following Facilities have been redesigned or reworked.
Black Cat
Aquarium
Overworked Artist
Guard Dog
ATM
Moody Candles
Bodyguard
Pentacle
Coffee Machine
Magic Wand
Robot Assistant
Sorting Hat
Pool Table
Dreamcatcher
Tarot Deck
Streamer
Mini-Fridge
Bubble Pipe
Cocktail Waitress
Sales Associate
Project Manager
Gachapon
The Printer
Pizza Box
Idea Guy
Coin Flipper
Philosopher's Stone
Ninja Stars
Magic Lotus
Calendar
Astrolabe
Loaded Dice
Metronome
Cooling Fans
Note - Some facilities now mention Day and Night as requirements or modulators. These descriptions are in preparation for an upcoming patch that will include a Day/Night mechanic.
Spells have been reworked.
Mana regen increased
Calculator now increments every 4 seconds, up from 1
Idle buff now has a max stack of 1
Scratch ticket reduced from 24 hours CPS cap to 1 hour CPS
Note: Scratch ticket is one of the last facilities left in the game that scales off of your current credits. There is still potential to break progression with this mechanic so we are watching very closely
Red Skull now redesigned to give increasing stacks of its buff, with each granting an 8% output bonus
Golden Chains now increases rarity by 1, down from 2.
Upgrade costs now scale globally
Internet Router can no longer affect itself
Subwoofer can now no longer have its Influence increased
Windmill can no longer affect the same facility twice within an 8 second internal cooldown.
Power Generator now capped to 10s Charge.
Printer cooldown up from 5s to 7s
Updated credit gain effect
Moved mana bar to bottom of the game view
Updated Spell tooltips
Updated Annie intro art
Updated Annie and May pixel art
Cooldowns now update dynamically in facility details
Implemented new mission toasts on completion
New visual for building new spaces
Further improved visual clarity on The Printer
Enchanted Key does not give proper mutlifires based on rank
Saving and loading while missions are completed does not reload them in the completed state
Psychologist sometimes becomes blind
Upgrading Red Skull makes its buff sticky
Hello bosses! There’s a new update available on Steam.
As a quick primer, this is not a content patch, but a polish pass. We’ve made various changes to make the experience smoother overall, but have no changes this time around to base game content. We felt the looks and game feel were lagging behind quite a bit, so we spent a patch cycle shoring a few systems up. We will continue to make polish changes, so expect more of this in lighter doses each patch. Nonetheless, balance and fun remains a top focus - for the next patch, we will be focusing on bugfixing, facility redesigns, and further balance passes to continue improving the game.
An additional note on Steam Deck - we have everything necessary to run the game natively on SD now, but are waiting for a final dependency to be resolved by one of our technology partners. We hope to ship this as soon as possible and get Steam Deck support for players!
Updated background for improved look and feel.
Reduced chance of rain. Keep your umbrellas at home.
Moved facility themes to the center of the details panel where pack icons used to be. We may revert this change but we’d like to try this layout for now.
Added over 300 new sounds for facilities. This is our first pass, so audio levels may be somewhat unbalanced. Do let us know your thoughts!
Summon Skeletons now gives 30s/2m/5m worth of CPS on cast.
Fancy Couch Influence pattern changed to UP.
This now makes Fancy Couch a far less effective option relative to more targeted rarity increasers (eg laminator, SAK), but we will be increasing its versatility more with its second effect once we implement future Coin events. For now we are limiting its power, as with the new upgrade scaling costs, rarity increasing effects will go up in value.
Swiss Army Knife influence range reduced from 2 to 1
Gaming chair cooldown reduction changed to RANK*.5 from RANK*1
Game Director rank scaling reduced from RANK/2 to RANK/4
Another nerf for our beloved Game Director. He's still viable even with the current numbers, so we are further tuning him to allow for Yellow Sign builds to be strong, but not eponymously incomprehensible (we may bump his credit gain to make him better for non duplicate builds). We will keep an eye on this unit for the time being but we feel this should adequately resolve a lot of his abuse cases.
Windmill cooldown increased from 8 to 11
Windmill charge increased from RANK*.5 to RANK*.5+.5
Grandfather clock cooldown reduced from 100 to 80
Psychologist max ranks up from 3 to 5, rank scaling reduced from RANK*1 to RANK/2
Gym rat output scaling up from RANK*10 to RANK*30
Dartboard scaling up from RANK*10 to RANK*50
Ninja stars scaling up from RANK*5 to RANK*35
Critkeeper cooldown down from 1 hour to 10 minutes
Fidget Spinner rank scaling increased from RANK*2 to RANK*4
Revolver Crit Rate up from 0% to 35%
1812 Cannon output up from 300 to 3000
Blue Elixir Cooldown increased from 20 to 240
Red Skull buff increased from RANK*3 to RANK*4
Antique Tea Set max ranks increased to 5, scaling down from RANK*3 to RANK*2
Cocktail Waitress rank scaling changed from RANK*10 to RANK*5
Padlock scaling up from 2+RANK*2 to RANK*30
Players should now be able to cast Summon Skeletons with 10 mana again
Fixed issue with some lines being misattributed to May during some scenes
Many! We currently have ~40 bugs and issues in our tracker ready for fixes. We will be focused on addressing many of these for the next patch.
Hello bosses! There’s a new update available on Steam. This is a foundational patch, so we’ve included several massive reworks and changes to the base flow of the game to improve progression, output inflation, and set the stage for future updates. Additionally, we’ve toned down cooldowns across the board to make the game more intelligible when you have tons of facilities ticking. We highly recommend starting a new save to experience the game from the start. Note that existing saves may also not load, depending on what loadouts you had previously.
Also - MERRY CHRISTMAS!
Missions
Over 100 new missions have been added to the game, to better give a structure for players and add more progression beats as they climb levels. We intend to use the mission log even more in the future, so the current crop of new missions are relatively basic (eg, get this many credits, reach this level, etc.) But expect both new missions in future patches as well as new types of missions to keep things interesting and spice up your playthroughs. In the meantime, do let us know how you feel about the new missions!
Output Panel
There is now a new Output Panel that can be visible by hovering over the previous ‘link bonus’ (now renamed to Output Bonus) display. We will add tutorial text for this in a future patch, but for now, this will be where players can check their current Output Bonus. Output Bonus is a new variable that takes into account your current active links and then multiplies it by a new variable called ‘Studio Power’. At present, it is impossible to increase Studio Power, but this will be coming along with more difficult missions as a reward for completion.
As a note, we are also going to be implementing tooltips on every facility to show your expected output and all contributing sources of output amplification as a result of a cleaner calculation formula. Here’s a sneak peak of what that will look like:
Floor Unlocks
We added some tapping. Enjoy!
Renormalization
Our renormalization project is well underway, and we have made adjustments to core output systems to combat number inflation in most cases. We have a new standardized formula for all facilities (you will also see some updated facility effects and functionality to fit) that will help with both player clarity and debugging. As a result of this, expect output numbers in the mid game to be vastly reduced. Our aim is to bring down progression to more reasonable levels, while still allowing players to get some crazy builds off if they set their board up the right way. The fun is still in tact - but we are aiming for progression currently to top out around the trillions for now.
NOTE that this rework is still ongoing. In the next patch we will update the workshop upgrade system, as currently it is still far too cheap just to get all of your facilities to the Legendary rank and accelerate your build. Additionally, there may be some cases we haven’t found of abuse loops that can still technically generate way more credits than intended. If you do find any of these, let us know in the bug reports!
Planetarium Updated
We feel good about the current Planetarium, and have now done a second balance pass on the progression to make it feel more impactful. Expect points to come fast and often just like before, but the actual costs of things have risen quite a bit to match! You’ll need to really pick and choose your selections more carefully moving forward. We will continue monitoring this system, and though we feel the pacing isn’t quite there just yet, we are certainly getting closer to our ideal form of the planetarium.
Levelling
Rebalanced level requirements for smoother progression
Summon Skeletons now grants credits based on CPS rather than percentage of total credits
Critkeeper Effect reworked to now gain a flat amount of Credits based on Rank.
Windmill cooldown increased to 8 seconds, charge reduced to rank x 0.5
Loaded Dice's effect reduced to 10+Rank*5 down from 40+rank*10
Overworked Artist cooldown increased to 11s
Motivational Poster cooldown reduced to 18 from 20s
Cooling Fans cooldown up from 7 to 15s
Project Manager cooldown up from 10 to 16s
Psychologist cooldown up from 5 to 15s
Catgirl maid cooldown up from 8 to 14s
Robot Assistant cooldown up from 8 to 14s
Idea Guy cooldown up from 12 to 15s
Ninja Stars cooldown up from 8 to 9s
Sales Associate cooldown up from 8 to 9s
Revolver cooldown up from 7 to 9s
Sprinkler System cooldown up from 4 to 6s
Magic Wand cooldown up from 12s to 150s AND redesigned. It now casts the last spell you previously cast when activated.
Stuffed Bear cooldown up from 8s to 12s
Game Console cooldown up from 10s to 20s
Slot Machine cooldown up from 10s to 20s
Gachapon redesigned, and now provides a global buff based on a roll chance.
Bodyguard cooldown up from 10s to 15s
Bank Vault cooldown down from 20s to 18s
Briefcase cooldown up from 8s to 10s
Guard Dog cooldown up from 10s to 12s
Padlock cooldown up from 5s to 10s
Suspicious Van cooldown up from 7s to 14s
Pool Table cooldown up from 9s to 18s
Calculator cooldown up from 8s to 12s
Streamer and Overworked Artist both redesigned, and no longer scale with tetration
Clover’s Starlight enhancement effect removed. We will add this back in later, but needs tweaking
ATM disabled while we redesign it
Catgirl Maid’s effect now only counts stacked buffs as a single buff (eg, 200 Starlight stacks only count as 1 ‘buff’ for her effect)
Fixed Swiss Army Knife functionality
Fixed workshop looping issue
Fixed draggable facilities spamming the board with ‘press to activate’ visuals
Updated Printer text and output flow for visual clarity
Selecting to downgrade all of your facilities at a certain point in the story now works as intended
Sometimes the ‘Pick 3’ selection has void art
Motivational Poster interaction with Fancy Couch
Fancy Couch ranged not affected by Influence increasers
Two bathtub debuffs can reduce Credit gain to 0
Finance Chart + Nodes that count as spells are breaking idle
Story cutscene skip is too sticky
Red Skull has incorrect buff amount in its tooltip
Summon Skeletons shows 5 minutes of CPS, but is now in fact 1 minute
Spell visuals do not show their correct tiers in the planetarium
Hello bosses! There’s a new update available on Steam. This one addresses a large amount of bugs we’ve received from the community, while also preparing the build for the next phase in our rollout plan, known as the great renormalization. More notes on that below.
Planetarium Updated
The previous iteration of the Planetarium looked pretty, but suffered heavily in basically every other area. We’ve gone back to the drawing board and rebuilt the planetarium from scratch into a more traditional path-based layout that feels vastly improved in playtesting.
The new planetarium should allow for more strategic decisionmaking, better long-term AND short-term planning, and real tradeoffs relative to the previous free-for-all of v1. Packs have also been randomized, to give players more surprise as they unlock content, rather than having set packs they can unlock at certain nodes.
DO NOTE, that the new planetarium has NOT been balanced - this is only the first step of a progression rework that will significantly smooth out the game experience start to finish; so in the meantime, you should still expect CP gains to feel entirely too fast. We intend to balance this once we push the next renormalization changes.
Inventory
Updated Visuals
Leveling
Updated level code to allow for multiple levels if the player gains a large amount of credits
Achievements
Enabled the ‘Important, Are We?’ achievement
Clickable glow now extends to non 1x1 facilities
Increment audio updated
Upgrading facilities while the game is paused is now possible
Fixed timed missions not functioning with the timer
Basic audio queue implemented to fix multiple audio trigger issue. This is an ongoing issue, let us know if you still experience audio overload.
Certain missions that could not be completed are now fixed
Spellbook unlock flashing locked spells issue fixed
Voice audio now respects the voice audio setting
Master audio functionality issue fixed
Idle buff visual clipping issue fixed
Pushed possible fix with slots deleting themselves. Let us know if you still experience this issue.
Fixed previous window settings not being respected on startup
Fixed Build Mode talent not updating excavator costs
Fixed issue with Workshop restarting tutorial if it was not completed
Fixed issue with bottled lightning hitting locked spells
Fixed issue with 1812 Cannon functionality
Fixed issue with nodes entering a zombie state with hover tricks
Fixed various progression issues that soft locked progress
Fixed issue with nodes being dumped to inventory on load
Sometimes the ‘Pick 3’ selection has void art
Motivational Poster interaction with Fancy Couch
Supercharged Buff does not clear stacks of Moisturized
Fancy Couch ranged not affected by Influence increasers
Swiss Army Knife not affecting facilities
Two bathtubs can reduce Credit gain to 0
Finance Chart + Nodes that count as spells are breaking idle
Story cutscene skip is too sticky
We’re still putting a big focus on stability and making sure the experience is bug-free, but we are also now able to turn our attention to more systemic issues. In particular we have a big rebalance pass that is going to hit next patch that addresses runaway compound gains and should make the game more exciting at all stages of play. In particular we are changing around most of the calculation formulas to be additive rather than multiplicative, which will fix the huge output chains that are causing numbers to reach trillions and beyond before it is really felt earned. We still expect some issues here and there once that change goes live, but overall the game should feel much smoother progress wise, and players should be able to have much more fun making tough decisions and strategizing around their builds, their next investments, and how they plan to play the game.
Content wise, we have a new set of over 100 missions that will be added to the game in the next patch, which will also help progression and give players more things to do. These missions are rudimentary, but will provide a good basis for more fun and interesting missions later on.
Some neat mission ideas we are thinking of revolve around using specific Annie/May nodes, hitting outputs with a limited amount of active nodes, or hitting certain CPS numbers in a given time. These and more should allow players to discover new ways of play, and the updated Planetarium will also throw more exciting facilities into the mix as they are no longer set reveals. If you have ideas for cool missions, let us know! We’d love to implement your suggestions.
We are also going to be updating the Workshop, as it is currently feeling left out from all of the improvements! While most of the systems remain the same, upgrades will be moved to a global cost and shared across ALL facilities, which means upgrading will become a lot rarer - you definitely won’t have a full board of Legendaries… at least not right away. This will also be coming with a visual makeover that is more befitting the Workshop and more in line with the game. Check it out:
Finally, we will also be adding new story scenes, enabling more achievements, and enabling the true secret ending to the game. Of course this will be spoiler free - but look ahead to our future updates for more on these!
Hello bosses! There’s a new update available on Steam. We’re focused right now on stability and bugs, so most of these changes will not affect the actual gameplay - but we have gotten your first round of feedback on the current state of the game and we have some great ideas to improve things. Some of the upcoming changes (not in this patch, but future versions) will address many of the core issues. Here’s a shortlist of what we’re looking at:
Slowing down progression so the game is less chaotic
More information and visibility to players for better understanding of output
A completely reworked output calculation formula to standardize facilities and effects
Audio rework
Full balance pass for all facilities
Complete revamp to the Forge and upgrading experience
Further polish and improvement of the Planetarium
Rework to the spell system to make casting more accessible
And much much more! If you have feedback, do let us know - we check everywhere, including Discord, Reddit, and the Steam Forums.
Motivational Poster
Buff no longer stacks
Buff reduced to 20% output
Supercharged
Now capped to 1 max stack
Metronome
Reduced rank scaling expeditiously
Slot Machine
Removed from item pool, and is now only accessible via the story
Briefcase
Removed from item pool, and is now only accessible via the story
Poker Set
Max rank increased to 5
Psychologist
Max rank reduced to 3
Coffee Machine
Influence pattern changed from cross to single. NOTE - Coffee Machine is now very similar to Subwoofers. We will be adding a new pattern in the future to make the Coffee Machine more differentiated, but 4 separate multifires was a bit overkill.
Pool Table
Rank scaling reduced to 3
Briefcase
Cooldown increased to 8 from 4
Level Experience
Added level data from levels 100 to 1000. Level progression is now based on several different curves, and the max credits top out at 1 Vigintillion. We haven’t actually reached this ourselves yet, and we think the current variable setup probably can’t handle it, but we added this for now in case players want to keep their game open beyond Level 100.
Idle Buff
Unlock is possible even if the player selects Annie’s decision early game
Fixed issue with menu sometimes hiding itself
Fixed issue with Hunter Coin Hunter mission not being completable
Fixed soft lock with progression causing players to no longer receive calls. This issue may still persist, let us know if you encounter it!
Fixed issue with Magic Caster mission
Fixed planetarium initialization issue when loading a save
Fixed issue with Build Mode talent
Resolved auto advance skipping choices in the story
Fixed issue with coins not spawning during player onboarding
Fixed issue with any credit gains granting instant levels
Fixed issue with Pool Table crashing
Fixed issue with haste stacking on itself
Fixed crash with Swiss Army Knife and Fancy Couch
Fixed crash with Watch Collection interaction
Fixed text display issue with Subwoofer
Fixed save data not fully resetting on wipe
Fixed issue with scratch ticket counter not displaying proper chances
Personal Chef now has a visual cue when he activates.
Updated Level Up animation for clarity
Improved feedback speed on menu UX
Too many to list! We will be continually releasing hotfixes and patches as we stabilize the game further and make the experience more enjoyable.
Hello bosses!
It is with great pleasure that we welcome you to the PAY 2 WIN: The World is Mine Early Access launch!
PAY 2 WIN is a story-driven genre blend incremental game, featuring elements of roguelike deckbuilding, idle mechanics, visual novels, and resource management. In the game you play as the new boss - recently hired by the megacorporation Mindwave Limited in order to do one thing and one thing only; tackle the games industry and make as MUCH money as POSSIBLE! How you achieve this is up to you - will you go down the path of soulful studio fun with quirky mechanics and abilities, or maximize your profits with efficient selections and choices? Whatever happens, you'll need resources. Lots of them.
The Early Access launch is an exciting time for us - as we look to add additional features, content, and more for players to enjoy. Systems are in flux at this stage of development, so note that balance needs tuning, progression might be jumpy at times, and you will certainly find bugs!
We're committed to a fast release cycle and will deliver weekly bugfixes, along with balance changes and QoL updates to the game while we work on the next core features and large upgrades to the current game.
With over 100 items, dozens of interacting buffs, debuffs, and mechanics, and a powerful spellbook, we need your help with player feedback, comments, critiques, and more! We have dedicated channels in Discord for posting things like comments and feedback, but we will also be interacting with you on the Steam forums and our Reddit community.
We hope you enjoy the Early Access launch and look forward to your thoughts on the game!
Hello bosses!
We've just rolled out a small patch update. This is another minimal patch as we are focused on implementing the full version of the game for release. Onwards to 1.0!
Changelist
14 character limit for saves
Pause can now be toggled by pressing the spacebar.
Fixed issue with first mission completion reducing credits
Fixed issue with purchasing excavators when the player no longer needs them
Small clarity fix for Link Bonus
Fixed incoming call functionality when the player declines several times
Hello bosses!
We've just rolled out a patch update that addresses some small bugs and adds a few things.
Changelist
You can now hover over a facility and see its area of effect
Facilities can now be hotswapped with each other by dragging and dropping one on top of another.
Six new tracks have been added to the music playlist
Get 2000 triggers mission bug fixed
Layout Size flipped back to expected values in details view
Fixed interaction with Grandfather Clock and Overworked Artist
Rank-down effect visual bug with Fancy Couch resolved
Various other bugfixes
Watch the developers livestream the game.
Watch the developers livestream the game.
Watch the developers livestream the game.
Greetings future bosses.
We are pleased to announce that the demo for PAY 2 WIN: The World is Mine is now LIVE on Steam! Those looking to play the game can download it right away by visiting our Store page and clicking the green "Demo" button.
What's in the Demo
You arrive in an empty office, the new CEO of a failing game startup. It's your job to take this studio from zero to hero by utilizing your Facilities, a set of objects you can place in the office. Each Facility comes with its own unique set of abilities, powers, and rulesets.
Joining you on this journey are your two assistants; Annie, a fun-loving cult obsessed gamer, and May, a strict accountant with a secret vice for gambling. Utilize their advice, learn more about the office, their stories, and the world. Enjoy an experience beautifully rendered with a blended mix of pixel art, cyberpunk style, and anime flair.
Early Stage!
We are releasing the Demo as a sneak peak of what's to come, and to show players a taste of what we've been building. There are many systems that will come to the game over time - including ways to upgrade your Facilities, reroll their synergies, and much much more!
If you find any bugs, hit us up on the Discord server, or make a report in the official Steam forums.
We hope you enjoy,
-Patriots Division
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Pay 2 Win: The World is Mine, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Pay 2 Win: The World is Mine statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.