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Changelog v0.12.0 — Recursion gets a moment

2026-05-11·Releases

The prestige button used to do its job in silence. You'd tap it, the screen flickered, you were back at zero. For the biggest decision in the game, that's a strange amount of nothing.

Recursion, with a count

Tap Begin Recursion now and the whole screen takes over. Three, two, one. The countdown wobbles. The screen pulses. Both tighten as it gets closer, and concentric rings spin up around the number. The final tick flashes white, the burst lands, your run resets.

About three seconds. Esc or Cancel if you tapped by mistake. Reduced-motion users get the countdown without the shake.

Rows show the remnant boost

After your first recursion the global remnant multiplier kicks in. The per-producer rows didn't know that. You'd read "84/tick" on a row and your real output was somewhere else.

Each row now has a small second line once you have remnants: ×1.40 · 117/tick. The multiplier, and what that row puts out with it.

Small fixes

  • Cycle and Units in the header sit on the same baseline now.
  • The sticky next-goal strip is opaque, not see-through.
  • "Buy ×1" stopped wrapping when the progressive bulk buttons show up.
  • Offline catch-up runs on remount, not just when you switch tabs back.
  • A little more air above the game footer.

Saves

v0.11 saves carry over. Schema didn't change.