I wanted building purchases to stop feeling like guesswork.
So I shipped a UI pass that always shows at least the 1x cost, and now also shows the selected tier cost for 10x and 100x. When you switch buy mode, you can actually see what you are committing to before clicking.
I also fixed click behavior and expanded the manual click flow with explicit 1x and 10x behavior. This removed a few awkward edge cases where clicks looked valid but did not line up with the active mode.
Then I did a balancing pass on Death Worker Shed upgrades. The goal was simple: make early scaling less swingy and keep progression readable while still letting the machine speed up when you invest.
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