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Another round of fixes for an even bigger problem, big numbers. 5.0 allows numbers up to even past the decillions, and after a certain point the number breaks which I thought I fixed a long time ago.
Fixed the major one: upgrade prices for Lab Assistant and Brain Booster stopped increasing past a certain point, meaning the Buy Max button would purchase thousands of levels for pocket change and send your stats into a separate universe ^ If your save was affected by this, the game should repair broken values on load now. A message should appear if this did happen to you
Fixed colossal numbers displaying as "%.2e" or "-922337203........"
Fixed the Lab Reboot preview showing 10x less Essence than you'd actually earn - this value wasn't updated with all the changes introduced in 5.0
Lab Efficiency's price is now truncated
There is currently a game breaking bug (I can not exaggerate this enough) where pressing Buy Max on Lab Assistant or Brain Booster will cause integer overflow and mess up almost all numbers in the game, causing potentially irreversible damage to values. If you are a player who is gaining unfathomably large numbers, please try to refrain from using any sort of Buy Max buttons. I do not have a fix for this right now and will only be able to push an update out by tomorrow morning.
I think I noticed this specifically happens when the price of the button shows 0 instead of the actual amount needed, however better be safe than sorry and not use it at all.
I am terribly sorry for the inconvenience.
The largest update the game has seen. Throughout the game's release until now, I always had a lingering thought about progression being too slow for normal players and too exploitable for autoclickers, so I tried rebuilding the entire economy from the ground up. Nothing is reset, your saves carry over and even benefit from the new changes if you've made it far in.
Focus: While you're actively playing, a multiplier builds up to x2.5 on all vial income. Stop clicking, and it winds down. This multiplier is found under the VPS counter
The Golden Rat: Every so often a golden rat scampers across the screen. Click it before it escapes for a x5 vial frenzy for 20 seconds. Gotta keep an eye out!
Click Energy: Your first 8 clicks each second earn full value. Anything beyond 8 clicks per second deplete energy and will give 10% of your vials while energy recovers. Normal clicking will almost never notice this unless you played MCSG back in the day - and while this does slow down progression made with an autoclicker, it is still a slightly faster method of progression than an average CPS
Prestige Currencies now make you stronger just by owning them! Your first Core doubles your Vials Per Click, your first Ion is x2.5, first Atom is x3, first Quark x4, and units in further updates will keep compounding on top. If you already own a ton of these, you will log in to a massive buff
Conversion costs now escalate in the Infiniteable Shop (each Core/Ion/Atom/Quark costs more than the last).
Lab Assistant Rework: Each level now generates 10% of your Vials per Click every second - changed from a flat +1 per level
Brain Booster: +1 vial/click changed to +1 vial/click AND x1.07 VPC per level (multiplicative!)
Lab Effiency: +2 vials/click changed to +2 vials/click AND x1.1 VPC per level, price scaling 1.1x to 1.3x
Vial Surge Rework: Charges over 90 seconds of active play. Once charged, trigger an 8 second burst of x3 vials - changed from every 200 clicks triggers a 5-second burst of double vials
Core Resonance (formerly Core Infusion) Rework: Unlocking level 1 unleashes the full x4 Focus cap, with every level after raising it by +0.1 - changed from +1% per core per level
Void Tap Rework: 2 minutes of actively playing now grants 2% of your current vials as Essence - changed from every 5000 clicks generates 5% of your current vials
DNA Sample: -1 threshold changed to -0.5% threshold per copy (caps at -75%)
Lab Notes: +5 vials/click changed to +10% vials/click, per copy
Quantum Blueprint: +10 vials/click changed to +30% vials/click, per copy
Rat Mutation: +5% changed to +50% Essence from Lab Reboots, per copy
All of these stack per copy obviously, and scale with everything else so a big collection is genuinely colossal.
Card Essence values increased x10 across the board: - Common: 1 -> 10 - Rare: 2 -> 20 - Epic: 3 -> 30 - Legendary: 5 -> 50 - Mythic: 25 -> 250 - Godly: 50 -> 500
Number suffixes renamed to proper naming scheme (qa, qi, sx, sp, oc, no, dc, etc etc)
Clicks always grant at least 1 vial, so low-level energy-drained clicks never show as 0
Save integrity check strengthened, yet again
If you guys have suggestions of any kind, please feel free to create discussion posts describing the issue or what you think should be changed/reverted/fixed/etc.
Graphical availability.
There is now a Performance section in Settings with an FPS cap, VSync toggle, and an option to throttle game speed while in the background - this option is enabled by default
Added a Reduce Visual Effects toggle that turns off some VFX around the game, specifically the ripple on the rat with each click which I feel may have been a potential issue for low end PC's or laptops
Greetings! Happy summer to everyone, hope everyone is enjoying the beautiful weather. Yet again, 4.0 introduces a new currency along with a few UI improvements - in my opinion.
Added Convert x10 and Convert Max buttons to every currency conversion. No more clicking convert twenty times in a row with billions of Essence
Added a progress bar under each currency conversion to show how close you are to being able to afford the next one
Every upgrade in all shops, along with the Achievements panel now have cards with borders wrapped around them, hopefully helping the panels feel less like walls of text
Affordable buttons now gently pulse and glow
The X button tucks itself away when scrolling through panels. If this becomes annoying, just remember you can click another panel to open that up or just click the same panel button to close it
New leaderboard for the new currency
Added five new achievements for the new currency layer
Fixed the Ion Shop tab appearing selected while viewing the Atom Shop
Vial Grading: There is now a small flash as a warning before grades begin to decay, as well as a proper sound effect for deranking - this was a bug/missing feature
New tab for a new currency layer with all new upgrades.... wait i feel like i've said this before..
Which leads me to my next point: I feel like my only content updates have been new currencies since releasing the game, with the occasional bug fixes. I think with 5.0, I'm gonna figure out the issue with progression feeling slower than the usual idle game and do a massive overhaul/rework on the values upgrades give. As well, there may be an issue with vials capping at 9.2 quintillion. While I don't think I noticed that issue, please do shout this out if this is the case, and this will be fixed ASAP. Also shout out any other issues.
Hello. I apologize for the lack of content, it has been a while and I don't really have an excuse besides laziness. This update isn't dropping any new content, however is addressing an important flaw in the save/load system.
Your progress will no longer be reset if the game thinks your save data looks wrong. Previously, a failed save integrity check would wipe your progression as a precaution - this may be a bit too harsh as some players would have data accidentally wiped through a power outage (as an example). Your rats are now safe from extinction, that behavior is gone.
In the event your save file does get modified, damaged, etc in any way, the game will automatically fall back to a backup.
I am working on 4.0 right now, just trying to think of original upgrades.
Greetings yet again, and happy Friday! I added another new layer of currency to that shop which I'll from now on be calling the Infiniteable Shop, and a few more things.
- Added a few beginner tooltips which should only appear for those who haven't rebooted at least once. These do get thrown in your face, however once you get through all of them (which is relatively quick) no more appear and you're free to continue researching
- Escape key now exits the game as well
- Swapped the Lv. text for Vibrance to be next to the title rather than in the description
- Added Lv. text to Core Infusion
- Removed the useless and ugly looking Mythic/Godly text that appears when obtaining their respective card, it interfered with a new UI element
- Vial Surge label wasn't correctly showing under rare circumstances
- Removed Full Market Collection achievement
- Added three new achievements for new currency layer
- Added two new upgrades for Spendable Prestige Points
- Vial Surge click requirement increased from 200 to 1000 - this nerf is more for (in my opinion) balancing with one of the new upgrades
- Slightly polished up the look of the conversion area for all currencies, hopefully it's a bit less of an eye sore now
- New tab for a new currency layer with all new upgrades
There's a small chance of a certain glitch happening with any version prior to 2.2, where your SAVE FILE CAN CORRUPT and you will LOSE ALL DATA, ESPECIALLY if you are getting to extremely high levels on Brain Booster on v2.0. I highly recommend everyone, even those enjoying the unbalanced nature of v2.0, to update to v2.2. The game is more fun there, I promise. I've also set the scaling back down to 1.15x instead of 1.2x for Lab Assistant and Brain Booster and created a "max price" to prevent negatives once players get to the quintillions. I'm also aware that past a certain amount of vials the value interferes with and gets caught behind the progress bar. I'll fix this in the next update, along with other potential bugs I'll try finding.
Greetings! So there's a new Prestige layer, no more Quantum Leap's and a majorly reworked prestige system which I feel makes a bit more sense for the type of game this is. There's a bit to go through, I'll try summing it up the best I can:
- Merged the UI of the old Quantum Leap shop with what will now be future prestige layers, in a "tab" system
- Added "Ion" as a new currency and Prestige Layer, with all new upgrades to help with further research
- Added 3 new achievements
- Replaced Quantum Leap achievements with "Earn 1/5/10 Core(s)" - Previous Leaps carry over and Quantum Leaps have been renamed to Cores in the Stats panel
- Removed Quantum Leap mechanic overall, making Essence upgrades permanent
- You now have the ability to see how much Essence you'll gain before committing. Upon clicking Lab Reboot when available, you'll get a confirmation popup
- Leaderboards are now public, with an in-game button added into the bottom of the Stats panel taking you directly to the page
- Retired "Most Vials" leaderboard, didn't realize Steam caps the value at a certain point in the 2.1 billions, so it'll only be Reboots and so on
- Fixed a math issue with some Essence boost upgrades not being multiplicative or adding twice
- Small performance issues, specifically minor frame lag when spamming super hard on certain PC's
Upgrades Shop:
- Lab Assistant & Brain Booster: Removed 1.15x price scaling per level, replaced with flat +200 per level. Furthermore, removed requirement from these two upgrades for Lab Rebooting
^ Added a "Buy Max" button to prevent your fingers from hurting
^^ Lab Assistant now counts offline, at 10% of the rate for a max of 8 hours
Essence Shop:
- Prestige Catalyst base price reduced from 4000 to 2000 Essence
- Quantum Scanner base price increased from 2500 to 6000 Essence
- Essence Magnet base price increased from 2000 to 10000 Essence, with it's Essence boost effect increased from +10% to +50%
- Vial Surge base price increased from 1200 to 30000 Essence - I feel this upgrade is very strong which makes it fun, and so instead of increasing the clicks required to proc, I thought to just increase the cost, seeing as it's now a permanent upgrade
Core Shop:
- Core Infusion rework: Gives a % increase to vial gain based on Cores in inventory. Base price reduced to 1 core, and is now upgradeable, up to level 20 with the price increasing by +1 Core with each purchase
- Thesis Grants Essence boost increased from +20% to +75%
Conversion rates are as followed and subject to change:
100,000 Essence -> 1 Core
1,000,000 Essence -> 1 Ion
Future Prestige layers may follow this current pattern.
Some thoughts: I thought I was satisfied with the systems I had initially put in the game, building up your lab to Reboot for powerful upgrades, and eventually Leaping for some insane upgrades, but looking at the overall stats, it seems everyone is progressing at a pretty fast rate, a lot faster than I'd wanted... I think reworking the whole Prestige System to this current state is a good direction for the replayability and longevity of the game. Future updates will not come out as fast as this one did, or even bi-weekly, I just thought to rework the Leaping system as a player could literally get 6 figure Essence and all of it would disappear upon Leaping, and then decided to add in another layer for there to be some more content, in case most are almost done in the Core shop. I may make a general discussions/hangout discord if enough of a playerbase shows up and enjoyability comes out of this game. Also I am aware of the Spendable Prestige Points in the Achievements tab, but to be honest I'm not really sure what I wanna do with that. Perhaps I can add more offline progression upgrades into that tab. That may come out in one of these v2._ updates.
Anyways, enough yap, good luck with your future research!
- Infinity Labs
Not a feature-changing update, but TL;DR while working on this version last night I changed a value that caused the Steam game to think there's a version mismatch, but now game open fine.
Over last night while working on a fix for the crate system I temporarily changed the version number on my end to match with the new version, and as I went to sleep, forgot to put it back to the current version on Steam. Sloppy on my part. I'm still working on that fix and I'm hoping it can come out sometime today. This 1.3 update now shows your version number on the bottom right - that's the new tell, as well as I also disabled crates for now. I saw your comments and forums, sorry it took so long to take action!
Mini hotfix for internal version checking tests.
As of right now (v1.2), crates do not grant items to the player. I am currently working on a fix for this and a patch will come out ASAP. I deeply apologize for this inconvenience, however all core gameplay systems outside of those crates should be working very well.
Greetings! On launch, I noticed progression is a bit hasty, a bit too hasty for my liking... so I heavily increased prices of a bunch of things, along with adding a VPS (Vials per second) counter as a mini QOL feature. New Feature: - Added VPS (Vials Per Second) counter on the main screen Balance Changes Base Game: - Base Card Drop Threshold increased from 5000 to 10000 Upgrades Shop: - Lab Assistant & Brain Booster base prices increased from 100 to 200, with price scaling reduced from 1.3x to 1.15x - Improved Tools base price increased from 1000 to 10000 vials - Duplicator base price increased from 5000 to 25000 vials - Caffeine Rush base price increased from 2000 to 50000 vials - Focused Research base price increased from 7000 to 60000 vials - Scanner base price increased from 15000 to 100000 Lab Reboot Shop: - Lab Effiency base price increased from 50 to 100 essence - Card Indexing base price increased from 100 to 500 essence - Vial Surge base price increased from 250 to 1200 essence - Essence Magnet base price increased from 400 to 2000 essence - Quantum Scanner base price increased from 700 to 2500 essence - Prestige Catalyst base price increased from 900 to 4000 essence Quantum Leap Shop: - Quantum Seed base price increased from 1 to 2 cores - Pity Accelerator base price increased from 2 to 3 cores - Quantum Memory base price increased from 2 to 5 cores - Core Infusion base price increased from 3 to 6 cores Market Cards: - Lab Notes vial bonus increased from +1 to +5 per card - Quantum Blueprint bonus increased from +2 to +10 per card
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This page aggregates Steam news feeds, patch notes, and developer announcements for Rat of Infinity: Idle Clicker, 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 Rat of Infinity: Idle Clicker 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.