Changelog v0.9.0 — Reborn
2026-04-25·Releases
This is the largest release we have ever shipped. Honestly, it is a different game wearing the same name.
A full rewrite
Almost everything has been rebuilt. The game loop, the screens, the way producers and upgrades talk to each other, the shape of the save file. Most of it you will never see directly, which is the point. It just shows up as a game that responds faster and gets out of its own way.
We are not going to walk you through every internal change. There are too many, and most of them are boring on their own.
A new design
The interface is pared all the way back. SimpleIdle now lives in three tabs:
- Generate is where producers tick and Units pile up.
- Evolve is where Units become permanent upgrades.
- Transcend is where you reset on purpose and carry the boost into the next cycle.
Each tab has its own accent color so you always know where you are. Tier groups collapse when you want to focus, tooltips put the math next to the thing it explains, and achievements now arrive as small toasts in the corner instead of taking the screen hostage.
Streamlined mechanics
The core loop has not changed. The pacing has, almost everywhere.
Almost every number got moved. Milestone bonuses, tier synergies, unlock thresholds, recursion gains, the upgrade chains. The early game reads more clearly than it used to. The mid-game has more places where a real decision shows up. And the late game holds your interest longer before recursion becomes the obvious move.
Upgrades unfold in chains: each rank reveals the next, and the categories that used to feel like padding (efficiency, automation, meta) now actually pull weight. Some are hidden until the right point in the run.
Recursion is one screen now, with a clear before/after at the top. You see the current state, the projected state, and what specifically is going to move. No surprises at the threshold.
A new homepage
The marketing site got the same treatment. Less story, more system. Three tabs, a few honest examples per loop, a straight path to the game.
Saves
Old saves do not load. Too much has moved, and an old save would land you somewhere strange in the rebalanced curve. Starting fresh on v0.9.0 is the intended experience anyway. The early game is the part most worth replaying.
What's next
v0.9.0 is the foundation for v1.0. The remaining work is polish, balance passes, and a small handful of features we want to land before we drop the pre-release suffix.
Thanks for sticking around through the rewrite.