Patch Notes

Full update history — Remnants: Post-Collapse Idle Survival

v1.4.0 May 2026 Latest New Balance Fix
  • CAMP LIFE — SHELTER LIVE PANEL — A persistent canvas diorama renders inside the Shelter panel, showing a living cross-section of your settlement. Survivors walk routes, stop at their work station, and animate their job (pickaxe for scavengers, trowel for builders, rifle for guards, watering can for farmers). Hover any figure to see their name and role in a tooltip; specialist survivors display with a golden tint. Infiltrators appear as masked figures with a red ground glow — click one to repel it directly from the diorama. Props are gated by actual game state: generator, greenhouse, water purifier, and salvage truck only appear when the corresponding building is owned. 20+ visual progression states are wired to specific upgrades and research — diesel upgrades change exhaust vent colour and add a biodiesel drum; solar Mk.II stacks a second panel; Signal Intelligence adds a rotating radar dish; Communal Gardens grows planter beds on the greenhouse. Sky tint shifts from cold blue (early game) through warm amber (late game). Day/night cycle overlays a smooth darkness with stars. Chimney smoke particles, window glow, and parallax haze add depth. Each shelter level (1–6) uses a dedicated building palette and silhouette detail pass.
  • THE RECKONING — PRESTIGE SCREEN REBUILT — The prestige panel is replaced with a ceremonial Reckoning view. Nine pillars correspond to the nine city-founding requirements (Critical Mass, Power Grid, Food Security, Water Security, Material Stockpile, City Planning, Fusion Core, Diplomatic Standing, Embassy). Each pillar shows a live fill bar (0–100%) driven by your current game state. A central sigil receives animated beam lines from each completed pillar; all nine beams triggers the full lighting animation and unlocks the founding button. Clicking a pillar opens a detail card showing: the requirement name and icon; current value vs target (e.g. "1,240 / 2,000 power/s net"); a plain-language hint on the fastest route to close the gap; and a "→ Open relevant panel" button that switches the main view directly. An ETA counter ("EST. UNTIL READY") appears when all requirements are close. Requirement thresholds scale with prestige run count, and the pillars display the run-adjusted targets.
  • BUILDING SELL BUTTON — Every building card now has a Sell button. Refunds 80% of the last purchase price for that building (price at count − 1). Selling also removes the power drain attributed to that unit, making sell a reliable tool for managing brownout risk or reallocating capacity during a blackout. Disables when count is 0.
  • ×10 BUY BUTTON — A ×10 button on every building card buys ten units in a single action, spending the sum of the next ten purchase prices. Disables if you cannot afford all ten.
  • 5 NEW RESEARCH NODES (tree expanded from 14 → 19 nodes):
    • Scavenge Doctrine — Prereq: Deep Salvage. Cost: 480 tech. Effect: scavenge loot yield +25% (multiplies the global scrap multiplier).
    • Fortification Protocol — Prereq: Automation + ≥2 Perimeter Walls. Cost: 540 tech + 400,000 scrap. Effect: all walls begin each raid at 110% of their maximum HP.
    • Communal Gardens — Prereq: Bio Cultivation + Shelter Lv.2. Cost: 620 tech + 80,000 food. Effect: food production ×(1 + 0.15 × shelterLevel) at time of purchase. At Lv.4 this is a 60% food bonus — timing matters.
    • Signal Intelligence — Prereq: Diplomacy Protocols + Defense panel unlocked. Cost: 700 tech + 80 influence. Effect: Infiltrator resource drain −20%.
    • Emergency Reserves — Prereq: Hydraulics. Cost: 580 tech + 250,000 scrap. Effect: brownout and blackout resource production penalties reduced by 15%.
    Also: Echo Theory prerequisite changed from City Planning → Fusion Theory.
  • POPULATION → SCRAP SCALING REWORKED — Formula changed from pop × 0.08 (linear) to 0.05 × pop^1.5 (superlinear). Benchmarks: 50 pop → 17.7/s (was 4/s); 300 pop → 260/s (was 24/s); 1,000 pop → 1,581/s (was 80/s). All research and echo scrap multipliers still stack on top. Population is now a meaningful production contributor at mid and late game.
  • FACTION UPKEEP RAMP — POST-RESET RELIEFcalcFactionUpkeep now ramps from 30% to 100% of its full value over the first 20 minutes of each run (previously applied at full rate from second 0). This reduces effective drain at run start from ~12/s (3 factions) to ~3.6/s. The fix also corrects a pre-existing bug where the ramp divided by 60,000 (333-hour ramp) instead of 60 (20-minute ramp). Grace period before an unpaid debt breaks an alliance extended from 90 s to 150 s.
  • LATE-GAME INFLUENCE SINKS STRENGTHENED — (1) Faction upkeep coefficient raised 0.08 → 0.18 — at 5 factions and 2,000 inf/s generation, upkeep rises from ~800/s to ~1,800/s while the 20-min ramp protects early game. (2) Bonds conversion cost changed from 75×1.06^bonds to 200×1.08^bonds — bond 1 costs ~216 inf (was ~80), bond 30 costs ~60,000 inf (was ~13,000). (3) Raid bribe rate doubled from 20 inf/min to 40 inf/min (buttons: +5 min = 200, +10 min = 400, +20 min = 800 influence).
  • FORFEIT RAID — A FORFEIT button now appears in the raid interface during an active raid. Clicking it immediately resolves the raid as a breach: the most-damaged attacked wall drops to 0 HP and resolveRaid("breach") fires, applying the full breach resource penalty. Use when a raid is clearly unwinnable and waiting out the timer would cost more than accepting the penalty now. Button hides automatically when the raid concludes.
  • INFILTRATOR SPAWN RATE REDUCED — Spawn interval minimum raised from 3 min to 4.2 min; maximum from 8 min to 11.2 min (−40% across the range). Maximum concurrent active Infiltrators capped at 2. Repel animation added: masked figure shakes, flashes, then fades out on click. Scavenge hazard card count hard-capped at 2 per run.
  • DEFENSE BUILDING POP COSTS SCALE PER PRESTIGE RUN — Defense buildings now have population unlock costs that increase +50% per prestige run, capped at 3× the base cost.
  • Fix: Resource rate display now correctly subtracts Reclamation Engine food/water drain and adds engine scrap/tech output — toggling engine pause/resume live-updates the per-second numbers and tooltips.
  • Fix: Glowing screen stuck after Echo Reset. A thrown exception inside the anime.js timeline was blocking the setTimeout that clears the flash. Wrapped in try/catch; 'bright' class also removed in the inline cleanup path.
  • Fix: Forge Head Start / Muscle Memory bonuses now apply correctly if the player refreshes mid-prestige animation. G._justPrestiged flag set before the first saveGame() call so init.js applies bonuses on reload; flag cleared after bonuses apply in-session to prevent double-stacking.
  • Fix: Brownout popup no longer shows "Population growth slowed" at brownout levels below 0.50 — growth is unaffected at that severity.
  • Fix: Forge unlock tooltip now shows correct resource thresholds. Previous linear lookup returned a wrong bracket; replaced with binary search over sorted thresholds.
  • Fix: Salvage automator rate/sec display now updates live each tick.
  • Fix: 14 research node tech costs in mechanics/research.html corrected to match post-balance-pass values.
v1.3.2 May 2026 New Balance
  • SURPLUS RECLAMATION ENGINE — New passive system unlocking automatically on prestige run 2. Converts excess food and water into scrap and tech each tick. Consumes 2 food + 1 water per conversion unit per second (surplus only — never drains below net-zero). Produces 3 scrap + 0.01 tech per unit per second. A pause/resume toggle halts conversion when you need to conserve reserves. Throughput caps at the smaller of the two surpluses, so overproducing both symmetrically maximises output.
  • ECHO RESONANCE CONDENSER REBALANCED — Conversion costs raised substantially to reflect the Condenser's power in deep runs. New brackets: 1–5 conversions at 2,000 tech; 6–10 at 5,000; 11–15 at 12,000; 16–20 at 30,000; 21–25 at 75,000. Hard cap of 25 conversions per run — counter and cap now displayed in the UI. The Condenser remains the fastest route to fragment acceleration but now requires genuine tech surplus to sustain.
  • ECHO CASCADE CORRECTION — The Echo Cascade forge upgrade's overflow multiplier corrected from 50% to 15%. Fragments above the echo cap still contribute — but at one-sixth the previous rate. The cap remains meaningful; Cascade is a ceiling extender, not a cap bypass.
  • COHESION UPGRADE COSTS RAISED — Community Spirit: 500 → 1,500 influence. Collective Will: 2,000 → 5,000 influence. Unified Purpose: 8,000 → 20,000 influence. Cohesion upgrades are powerful morale-to-production converters; the old costs let players lock them in before influence generation was meaningfully established. New costs align unlock timing with mid-to-late-game influence flows.
  • FACTION LEGACY BONUS DOUBLED — The run-5 milestone Faction Legacy now grants 1,000 influence per allied faction at the start of each new run (was 500). Carrying factions forward is a deeper investment — the reward should feel accordingly significant at the start of a new run.
  • FACTION UPKEEP REWORKED — Upkeep now scales with your influence generation rate: per-faction cost = max(n+1, infRate × 0.08). At low income this matches the previous quadratic floor. At high income, factions absorb roughly 24–40% of generation — proportional pressure rather than a flat tax that became trivial late.
  • MATERIAL STOCKPILE REQUIREMENT LINEARISED — City stage scrap requirement changed from exponential scaling (5M × 4^prestigeRuns) to linear (5M + 15M × prestigeRuns). Run 3 previously required 320M scrap; now 50M. Exponential formula made deep-run city founding effectively impossible without specific Forge investment.
  • RAID DURATION REBALANCED — Duration changed from unbounded (20 + strength×3 s, reaching 50 s at max) to a capped 25–30 s window: 25 s at Strength 1, +1 s per level, capped at 30 s (Strength 6+). High-strength raids no longer drag — they stay punchy and reactive.
  • RESOURCE FLASH THROTTLE — Resource counter flicker on fast-ticking resources suppressed. Minimum 2,000 ms between visual flash animations per resource. No change to update rate — numbers still update every frame; only the highlight animation is throttled.
  • Fix: Expedition boost influence cost was displaying and checking affordability at tier×50 (50/100/150 inf) but deducting tier×150 (150/300/450 inf) on send. Boost button appeared enabled when player had less than the actual cost, causing a silent no-op. Unified at tier×50 throughout.
v1.3.1 May 2026 New Balance Fix
  • POWER SURGE — New ability in the Power Grid menu. Spend stored power to trigger a 90-second production blast across all resource rates. Base cost is 150,000 power, scaling exponentially with each activation. 5-minute cooldown enforced between uses. Requires surplus power to be worth triggering — plan around it.
  • BATTERY DECAY — Stored power above 100,000 now decays at 0.1%/s. Power is no longer a passive accumulator — surplus must be converted or spent. Threshold raised from 50k, decay rate reduced from 0.5% to soften the floor while keeping the pressure real.
  • ECHO RESONANCE CONDENSER — New section in Echo Forge (unlocks after first reset). The Condenser converts accumulated Tech into Echo Fragments — spend excess Tech to accelerate your fragment count between resets. Each conversion costs more Tech than the last, and the counter resets each Echo Reset. Animated crystal visualises the conversion process.
  • INFLUENCE SINKS — Influence now has active drains alongside its passive generation. Faction alliances charge ongoing tribute; unpaid debt auto-breaks the alliance after 90 seconds. Bonds conversion reworked — +/- stepper buttons replace the number input for cleaner UX. Raid bribe and expedition boost costs added. Influence upkeep scales with faction tier.
  • TECH COST RAISES — Research costs increased across the board as part of the Echo Resonance Condenser economy. Tech spending now competes meaningfully with other late-game resource demands.
  • ECHO FORGE PRICE REBALANCE — Forge upgrade costs adjusted to account for the new power economy. Several mid-tier unlocks repriced.
  • ACHIEVEMENT THRESHOLD REBALANCE — Building milestones raised: Settlement Planner 50 → 100, Urban Architect 150 → 350. Population milestones raised: Small Town 200 → 300, The Commander 500 → 1,000, City-in-Waiting 1,000 → 3,000, secret cap 5,000 → 10,000. Since Morale is tied to achievements unlocked (+1.5% each), thresholds now match actual late-game scale — Morale grows through genuine progression, not early sweeps.
  • Fix: Food and water consumption now use Math.floor(pop). Fractional survivor counts no longer cause micro consumption drift at population boundaries.
  • Fix: Shelter Lv.1 upgrade food cost reduced from 700 → 500.
v1.3.0 May 2026 New Balance UI
  • ICON OVERHAUL — All upgrade and research icons redrawn at higher fidelity. 12+ icons replaced including Advanced Engineering, Alloy Composition, Armory, Atmospheric Nets, Bio Cultivation, Biodiesel Synthesis, Blast Charges, and more. New game logo added.
  • ANIMATIONS — Fluid animations added across the game via anime.js v4. Purchases trigger a scale bounce; research completions flash the card; shelter level-up plays a full elastic pop. Shelter click button now has a spring-physics bounce, amber flash, shockwave ring, and scrap particle burst on each click. Story screens slide and scale in on first load. All panel cards stagger in on tab switch.
  • ECHO SIGNAL EVENTS — New random event system (events.js). Events spawn every 3–10 minutes with a 15-second click window. Six event types: Supply Drop (2× all production for 90s), Wandering Cache (instant scrap equal to 6 minutes of current rate), Survivor Wave (+15 population up to cap), Raider Confusion (raid interval extension), Echo Pulse (fragment gain — gated to run 2+, awards ~½ fragment at current rate), Tech Surge (tech rate bonus). Active event shown as a glowing countdown badge in the bottom-right corner.
  • MORALE & COHESION — Each achievement unlocked contributes +1.5% Morale. Three Cohesion upgrades (unlocked at 500 / 2,000 / 8,000 Influence) activate a live production multiplier equal to your current Morale percentage. First Cohesion upgrade is a meaningful mid-game power spike.
  • 35+ NEW UPGRADE TIERS — All buildings that previously had no upgrade path now have at least one tier: Protein Plant, Aqueduct, Wind Farm, Fusion Prototype, Field Hospital, Apartment Block, Arcology, Embassy, and others. Higher-count tiers for existing buildings also added across Production, Infrastructure, and Defense panels. Many new tiers carry Influence costs alongside Scrap/Tech.
  • ECHO BONUS FORMULA OVERHAULED — Old formula: echoes × 0.02, hard cap at 200%. New formula: 1.01^echoes − 1 (compound), hard cap at 1,000% (2,000% with Echo Cascade forge upgrade). At 50 echoes the old formula gave +100%; the new formula gives +164%. At 100 echoes: old +200% (capped), new +170% uncapped growing toward 1,000%. Rewards long-term depth over rushing resets. Fastest run is still tracked for display.
  • COST SCALE REDUCED — Building cost multiplier reduced from 1.22 to 1.15 per unit (Cookie Clicker standard). 100+ buildings per type is now achievable within a long run without exponential wall.
  • ECHO FRAGMENT MILESTONES — Milestone rewards now granted at fragment collection thresholds instead of speed bonuses. Encourages accumulation over racing.
  • ECHO RESET SCREEN — Summary view shown by default. Full per-category breakdown now collapsible. Echo Theory research hidden on first run — unlocks after your first reset.
  • BUILDING CARDS — Production rate on each card now reflects all active multipliers: echo bonus, prestige multiplier, and upgrade effects. Total production across all owned copies also shown.
  • RESOURCE TOOLTIPS (FOOD/WATER) — Now display a live per-survivor consumption rate computed from actual game state rather than a hardcoded 0.12/s. Accounts for upkeep scaling (+15% per shelter level) and population size.
  • DEFENSE BALANCE — Watchtower base cost raised from 2,500 → 5,000 scrap. Perimeter Wall raised from 8,000 → 22,000 scrap. Garrison coverage is now capped by threat level — stacking defenders doesn't trivialise high-threat raids. Raid base drain scales more steeply at strength 5+; ammo and active fighters are required to hold off strength 5+ raids.
  • FORGE TIER 1 COSTS RAISED — Fragment costs revised upward (roughly +40–80% per unlock) to ensure the first reset presents real trade-offs rather than a clean sweep of Tier 1.
  • SCAVENGE UPKEEP SCALING — Food and water upkeep in scavenge runs now scales with shelter level (+15% per level). Power cell rewards increased to 25–50× current production rate (was flat).
  • Fix: Industrial Automation upgrade now applies a flat +0.8/s bonus, not a scaled value — it no longer compounds with morale or echo multipliers.
  • Fix: ResizeObserver on header and resource bar now correctly updates the --bars-h CSS variable when the Echoes resource unlocks and the bar wraps to a second row.
  • Fix: Echo Signal spawn timer now tracks real elapsed time (not game-speed-scaled time), so 2× and 4× speed don't inflate event frequency.
  • Fix: Defense building cards now show current level and display an upgrade label instead of a quantity count.
v1.2.0 May 2025 New Balance Fix UI
  • RAIDS — Live tactical defense. Raiders hit multiple walls at once — split your fighters, react to surges, repel for caches and influence, or lose resources on breach.
  • RAID OVERHAUL — Raid duration revised to 25–30 s (Strength 1 = 25 s, Strength 6+ = 30 s). Fire debris rises in the background. Surges cause screen flash, box shake, and wall impact. Red raider dots visibly advance toward your shelter as wall HP drops.
  • RAID TIMING & FREQUENCY — Base interval raised to 10 minutes at 0 watchtowers. Surges trigger at 5–8s and hit harder. Raids won't start until you have 10+ population.
  • RAID SCALING EXTENDED — Strength scales up to 10. Pressure-3 siege attacks begin at strength 8+. Three-wall raids start from strength 4. Raids stay genuinely threatening deep into a run.
  • DEFENSE BALANCE — Perimeter Wall HP bonus reduced to +7%/wall, cap +40% (was +15%, cap +75%). Armory defender negation now capped. Defense buildings help — but no longer trivialise raids at max upgrades.
  • SCAVENGE RUNS — Send scouts to 7 wasteland locations, flip cards for immediate resources. Scrap, food, water, tech, caches, archive data, power cells, and survivor hints available. Card values scale with your current production rate.
  • SCAVENGE HAZARDS — Every run now guarantees at least one hazard card. Hazard damage raised to 60–100s of production. Opening all 6 cards is no longer always the right call.
  • DEFENSE PANEL — Dedicated panel for watchtowers and 5 defense buildings. Each watchtower adds 60s to raid interval and cuts scavenge cooldown.
  • EXPEDITION BOOST BUTTON — Influence boost on mission cards (⚡).
  • BROWNOUT REWORKED — Four hard tiers (minor / brownout / severe / blackout) replace the old smooth curve. Each tier escalates penalties on production, tech, influence, and population growth.
  • ECHO FORGE — 20 permanent upgrades across 4 tiers: Head Start, Water Instinct, Extended Network (+1 mission slot), Reputation Carries, Echo Cascade (removes fragment cap), Grand Architect (building costs −15%) and more.
  • WORLD ARCHIVE — 10-chapter MERIDIAN story arc. Transmissions unlock one per run, revealing what caused the Cascade and who the Commander really is.
  • 100 ACHIEVEMENTS — New categories for Raids, Scavenge Runs, and Watchtowers. Includes hidden achievements.
  • SHARE LINK — Compressed URL save for cross-device import.
  • UI: Nav panel labels 40% larger. Shelter panel title, level name, and milestone bar enlarged. Level badge (Lv.1–6) now shown on shelter name and next-level indicator.
  • Fix: Expedition economy — blueprint and archive costs raised 2–3× to keep expeditions relevant across runs.
  • Fix: Arcology now requires Automation research, not City Planning.
  • Fix: Shelter building panel no longer shows "CAP REACHED (0/0)" at the very start.
v1.1.0 May 2025 New Balance Fix
  • WORLD ARCHIVE — 10-chapter MERIDIAN story arc fully written; transmissions unlock one per run, revealing what caused the Cascade and who the Commander really is.
  • ECHO FORGE REDESIGNED — 20 permanent upgrades across 4 tiers; new: Head Start, Water Instinct, Extended Network, Reputation Carries, The City Never Sleeps, Echo Cascade, Grand Architect.
  • BROWNOUT OVERHAULED — Stepped severity tiers (minor/brownout/severe/blackout) with hard production penalties. Influence and tech penalized. Pop growth halts. Blackout causes pop decline. Power tooltip shows full breakdown. Radio log warns during brownout.
  • EXPEDITION ECONOMY REBALANCED — Blueprint and archive research costs raised 2–3×. Two new blueprints added (Grid Schematics, Diplomatic Cipher). Expeditions now required across multiple runs.
  • ARCOLOGY UNLOCKED EARLIER — Now requires Automation research instead of City Planning, making it a meaningful mid-game milestone.
  • PURCHASED ITEMS SEPARATED — Upgrades, blueprints, and Echo Forge cards now sort purchased items to the bottom with a clear separator.
  • RESOURCE TOOLTIPS — Production, consumption, and net shown on separate lines with colour-coded values per resource type.
  • UPGRADE HINTS SPECIFIC — Hints now name the specific building and glow amber when an upgrade is ready.
  • CROSS-DEVICE SAVE SHARING — Generate a compressed share link from Save & Load; open on any device to import your save with one tap.
  • Fix: Missions + achievements — fixed empty render bug caused by JS errors during state transitions.
  • Fix: Prestige reset — fixed stuck-on-first-run bug; win screen now restores correctly on reload.
  • Fix: Mobile sidebar — all unlocked panels now correctly appear on first open.
  • Fix: Speed multiplier — 2× and 4× now genuinely double/quadruple resource production using speed-scaled dt.
  • AMBIENT RADIO MESSAGES — 20 thematic messages fire every 2–4 minutes, escalating from early survival flavour to MERIDIAN lore hints across runs.
  • Fix: Salvage automator rate display — shows true marginal gain per unit; total and next-unit rate shown separately.
v1.0 Initial Public Release New Balance Fix
  • EXPEDITIONS — 9 missions across 3 tiers, squad deployment, real casualties on failure.
  • SPECIALISTS — 6 named survivors rescued from missions, each with a unique passive bonus.
  • BLUEPRINTS & ARCHIVE RESEARCH — Two upgrade trees funded by expedition rewards.
  • FACTION TREATIES — 5 wasteland factions, permanent alliance bonuses via Influence Bonds.
  • ECHO FORGE — Spend Echo Fragments on 15 permanent cross-run upgrades across 4 tiers.
  • RUN TRAITS — 8 playstyle-based traits earned on run completion, stack indefinitely.
  • WORLD ARCHIVE — 5 narrative fragments unlock across runs, revealing the pre-collapse story.
  • SALVAGE AUTOMATORS — Early-game autoclickers in the Shelter panel, scale with shelter level.
  • SOUND SYSTEM — 12 synthesised sounds, volume control, mute toggle.
  • PROGRESSIVE DISCLOSURE — All nav panels and resource bar items hidden until earned.
  • 69 ACHIEVEMENTS across 8 categories including Expeditions and Legacy.
  • Balance: Cost scale 1.22, power drain 3–4× raised, late scrap production reduced.
  • Balance: Research costs 5–7× higher; building upgrade costs follow Cookie Clicker formula.
  • Fix: Brownout system — power deficit applies soft production penalty instead of hard block.
  • Fix: Save corruption detection and graceful recovery with backup.
v0.5 Pre-Launch New
  • CORE LOOP — Manual scrap collection, shelter building, population growth, and resource automation.
  • RESEARCH TREE — Tech Point spending to unlock new buildings and bonuses.
  • ECHO RESET — Prestige system with Echo Fragment multipliers and permanent progression.
  • MISSIONS SYSTEM — Narrative-driven tasks with resource rewards.
  • POWER SYSTEM — Brownout mechanics, power production and consumption balancing.
  • SAVE SYSTEM — localStorage persistence, offline progress calculation.
  • PWA — Installable on mobile and desktop, works offline after first load.

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