Upcoming in 0.4.5

Fixed a major Prestige Depth Infinity bug that broke late-game progression.
Depth is now hard-capped at 1,000,000m, with a 100x max quantum multiplier.
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Added a soft slowdown near the cap:
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900,000m+: gains reduced to 50%
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950,000m+: gains reduced to 10%
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All five depth gain paths now respect the new clamp and slowdown rules.
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On load, save data is validated for depth, resources, and multipliers to catch corrupt or invalid values (NaN/Infinity, etc.).
Boss Encounters & Localization
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Fixed boss names not translating correctly in 14 languages (previously bosses 2–4 were stuck in English).
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Corrected mismatched boss IDs in the UI:
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crystal_leviathan→ Crystal Titan -
uranium_colossus→ Magma Beast -
quantum_overlord→ Core Sentinel
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Removed unused boss entries from 11 locale files.
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All four bosses (Granite Guardian, Crystal Titan, Magma Beast, Core Sentinel) now show properly localized names in every supported language.
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UI tweaks:
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Attack button font size increased for readability.
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Health bar text moved below the bar and switched to a clear monospace font with consistent styling.
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Worker Movement – Collision Jitter Fix
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Workers no longer “vibrate” or jitter when moving near each other.
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Reworked collision avoidance:
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Reduced avoidance strength for smoother blending with the target direction.
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Switched to a quadratic falloff for more natural force transitions.
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Added a movement threshold to filter out tiny micro-movements.
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Clamped maximum avoidance forces and increased minimum distance between workers to avoid extreme values.
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Added adaptive visual smoothing: movement is smoothed differently depending on how far a worker is moving.
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Result: workers now move smoothly even in dense groups without visual jitter.
Production Panels – New Standalone Window
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The Production Panels now live in their own dedicated window instead of being crammed into the Workers tab.
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Press P to toggle the Production Panels window.
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Layout: three side-by-side panels in the new window:
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Real-Time Production Display
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Production Breakdown
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Efficiency Comparison
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The window:
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Can be moved, resized, collapsed, and remembers its state.
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Defaults to 1000×500px and appears roughly at 20% screen width / 30% screen height.
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Follows the same window pattern as Random Events, Boss Status, and Generation Rates.
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The Workers tab is now much cleaner and easier to read.
Performance – Production Display Caching
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Optimized production and efficiency UI so it no longer recalculates every frame.
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Real-Time Production and Efficiency Comparison panels now only update when relevant data changes (WorkerState, GameStats, PrestigeSystem).
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Introduced a cached production display in
UIState, updated by a dedicated system. -
Removed an older per-frame calculation function.
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This reduces unnecessary CPU usage, especially on scenes with many workers.
Worker UI – Production & Efficiency Panels
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Workers tab now includes:
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Real-Time Production Display: shows each job’s per-second output with job icon and worker count.
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Production Breakdown: totals grouped by resource type (Blocks/sec, Data/sec, Depth/sec, Energy/sec, Qbits/sec, Dark Matter/sec) to quickly spot bottlenecks.
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Efficiency Comparison: ranks jobs by output per worker with a simple star-style efficiency indicator.
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Implemented using three side-by-side panels in the UI.
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Production numbers are computed via a helper to stay within engine system limits and keep the UI code cleaner.
Worker Animation & Visual Overhaul
Smoother Movement & Easing
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Replaced random jitter with a proper animation easing system.
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Added dedicated easing functions (ease-in/out cubic, etc.) and separate
visual_x/visual_yfields for interpolated positions. -
Tool durability “shake” is now a smooth sine wave instead of noisy random movement.
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Result: workers glide smoothly instead of shaking.
Distinct Visuals for Each Job
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New visual configuration for all 8 worker job types via a dedicated
worker_visualsmodule. -
Each job has a unique geometric look and color scheme, for example:
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Digger: brown circle miner look.
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Hacker: cyan core with orbiting dots.
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Builder: orange circle with a helmet-like square.
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Engineer: dark orange with energy spikes.
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Researcher: light blue with orbit ring.
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QuantumTech: layered indigo circles with phase animation.
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Explorer: green-teal with directional arrow.
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DarkMiner: white core with dark purple aura.
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The goal is instant recognition of job type at a glance.
Improved Mining & Movement Animations
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Mining is now a 4-stage animation with easing:
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Wind-up (ease-in), strike (ease-out), impact squash/stretch, and smooth recovery.
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Walking and running use sine-based bobbing with subtle scale changes.
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Idle workers have a light “breathing” animation so the scene never looks static.
Worker Lifecycle & Pooling
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Added a full worker lifecycle system for future boss interactions and effects:
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States: Active, Dead, Pooled, Respawning.
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Workers have health, max health, death time, and respawn delay.
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Implemented a worker pool to reuse worker instances instead of constantly allocating and destroying them:
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Functions to kill, damage, recycle, and respawn workers.
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Dead/respawning workers skip AI logic but still play animations (death, etc.).
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All new fields are backward compatible with existing save files.
Visual Effects & Particles
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Job specific movement trails:
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Digger dust, Explorer dotted trails, QuantumTech quantum circles, Engineer sparks, Hacker “binary” trail, DarkMiner energy trails, and more.
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Interaction effects:
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Engineers generate animated electric arcs between nearby engineers, forming visible power networks.
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Researchers trigger “eureka” bursts (particle explosions and glow rings) when they hit high combo counts.
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Overall effect: the mine feels much more alive, readable, and satisfying to watch.
Get Terminal Colony: Deep Core
Terminal Colony: Deep Core
Dig deep, manage workers, research tech, and face quantum mysteries in this terminal style incremental mining game.
| Status | In development |
| Author | meapps |
| Genre | Strategy |
| Tags | 2D, Clicker, Exploration, Idle, Incremental, Minimalist, prestige, resource-management, Singleplayer, upgrades |
| Languages | Arabic, German, English, Spanish; Castilian, French, Italian, Japanese, Korean, Polish, Romansh, Russian, Turkish, Ukrainian, Chinese (Simplified) |
More posts
- Upcoming Release 0.4.5 Sneak Peek12 hours ago
- Gearing Up for the Steam Release2 days ago
- v0.4.3 is here update now and jump in!5 days ago
- Preview: Core Balance Changes6 days ago
- Windows DirectX 12 Crash Resolved8 days ago
- Upcoming in 0.4.3: Batch Hiring & UI Persistence & Bugfixes12 days ago
- Linux Support Arrives in v0.4.214 days ago
- v0.4.2 is out! Update now and dive in!16 days ago
- Upcoming in 0.4.2: Improvements & Fixes17 days ago

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