Hotfix (v1.0.4)

Small patch from your reports: a clock bug that could lock a boss map for months, the Insanity layer cap removed, open-all for caches, an earnings tracker, and miss feedback.

Fixes

  • Boss map cooldown stuck for days. If your Windows clock was ever set ahead and then corrected, the boss map timestamp stayed in the future and the 15 minute cooldown showed thousands of minutes. Fixed, and the game now repairs every saved timer on load and every few seconds: boss map cooldowns, dog care timers, trader restock, daily contracts, mining tick, Insanity boosts and bargain cooldowns. Your save fixes itself on the first launch, nothing to do.
  • Misses are visible again. A shotgun blast where every pellet misses now shows MISS! and a deviated tracer instead of a "0". At high fire rates misses are folded into the shot packet, so instead of one MISS! per round you get a running tally ("MISS 1.2K") next to the DOUBLE / NOTHING counter.
  • The DOUBLE / NOTHING tally was not translated. It is now.

Insanity

  • Open all caches. Once MULTI-BREACH is maxed (5× per open) every cache row gets an ALL button. One press opens up to 100 caches with no reel animation; the result screen groups identical rewards ("×37 +10 INS → STASH") and scrolls. OPEN AGAIN keeps opening in batches of 100 while you have caches left.
  • Earnings tracker. The STATS panel has a new EARNINGS section: insanity earned this session, insanity per minute, and your three best layers by insanity per minute. Time only counts while you are alive and in the minigame. RESET clears it. Use it to find the loop that pays best.
  • Layer cap removed. Enemy HP, your damage and the rebirth multiplier are now tracked on a logarithmic scale. Past layer 5050 enemy HP used to exceed what the engine can store and became unkillable; there is no ceiling now. Very large numbers show as 1.23e2607. Nothing to do on your side, your rebirth multiplier carries over.
  • Upgrade and rebirth costs no longer explode. Rebirth, DAMAGE AMP, HULL PLATING and CRIT insanity costs grew exponentially, which walled progress around 100 rebirths and 150 upgrade levels no matter how deep you went. Each cost is now the cheaper of the old curve and a gentler one that keeps pace with your income. Early costs are unchanged and nothing gets more expensive.