Survive the ever increasing pressure of time for as long as you can! A minimalistic incremental game about time management that takes inspiration from roguelite games, with a focus on meta-progression. Every generation has a better chance at survival, because previous lives influence its instincts
January 21
[list]
[*] Jobs that deal damage on completion no longer halt to prevent lethal damage before they are actually close to completion
[*] The new game plus passive jobs perk no longer progresses two specific jobs in the middle path of chapter 10, to prevent wasting valuable resources
[*] Slightly expanded the rendering system to better detect when it missed something, and catch up next frame. This should tackle a rare chapter 11 visual bug where a number/bar wasn't visually updated after completing certain explorations if they finished at the exact same time as something else such as eating food
[*] Added a small number-precision safety check to a chapter 11 finale event
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January 20
[list]
[*] Fixed the passive jobs NG+ perk cheating its way past two chapter 11 job requirements
[*] Fixed a chapter 10 person following you around after moving on without meeting that person (how rude)
[/list]
January 19
[list]
[*] Fixed a cache bug that could cause the construction button to not listen for a specific chapter 11 construction
[*] Fixed a bug that caused tooltip-experience information to not visually update with certain chapter 11 explorations
[/list]