Upcoming in 0.8.2


Thank you for the support and playing.
Martin

v0.8.2 – Main Menu Overhaul, Full Localization & Late Game Systems

This update is a big mix of UI polish, localization work, core system refactors, and end game mechanics. It also rolls in all the work from 0.8.0 (Upgrades Tab + Prestige Click Power), so if you haven’t played since then, there’s a lot waiting for you.

Full Localization Pass (14 Languages)

The game is now properly localized end-to-end:

  • All Quantum Prestige UI, Upgrades, Worker categories, Market, and Main Menu text now use translation keys instead of hardcoded English.

  • Worker category tabs (“Basic / Advanced / Specialist / Research”) are translated, keyboard shortcuts [Q][W][E][R] still work in every language.

  • Main menu translations are now complete for all 14 supported languages, including Arabic, Japanese, Korean, Polish, Romanian, Turkish, and Ukrainian.

  • Many missing/mismatched strings were fixed (upgrade unlock conditions, stats labels, help text, boss names, etc.).

  • Language changes now update immediately in the UI (no restart required).

If you like playing in your native language: this is the build to do it.

 Main Menu Overhaul

The main menu went from “functional prototype” to “actual game menu”:

  • New background image (dark green circuit board theme) using embedded assets.

  • All main buttons now use a custom button background texture for consistent styling.

  • Continue now correctly reflects whether a save exists (instant visual update after deletion).

  • Fully working Delete Save button:

    • Shows a confirmation dialog.

    • Deletes the platform-specific save file.

    • Updates the Continue button state immediately.

  • Fonts now initialize on the first frame, so the menu no longer renders with missing fonts or fallback glitches.

  • Language changes in settings instantly update main menu button text.

 Asset System Refactor Single Binary Build

  • All assets are now embedded into the binary using rust-embed.

  • No more external asset files needed: you ship and run one executable.

  • Asset loading states and progress bars are simplified away – everything is available from the start.

  • Fonts, audio, icons, and background images all load from embedded data.

Trade-offs: bigger executable, but simpler deployment and fewer “path not found” surprises.

 Main Menu, Loading & Game State Fixes

  • Full state flow is now: MainMenu → Loading → Playing.

  • Main menu now cleanly initializes all gameplay resources when:

    • Starting a new game, or

    • Loading a saved game (or falling back to new game on load failure).

  • Continue and Save systems are now restricted to the Playing state:

    • No more trying to save during the main menu / loading screens.

    • Auto-save only runs during gameplay.

  • Fixed Windows stack overflow on startup by increasing stack size and removing heavy translation calls from Default constructors.

Result: starting, continuing, saving, and deleting saves all behave the way you’d expect.

 Automation & Market Systems

 Automation UI – Fully Playable Now

  • The Automation tab is now a complete, polished interface:

    • Cards for all 5 automation types (Auto-Digger, Plasma Drill, Drone Swarm, AI Core, Quantum Excavator).

    • Cost display with icons and affordability colors.

    • Real-time production preview and total counts.

  • Visual styling now matches the Upgrades tab (same fonts, colors, layout, and button placement).

  • Automation cards are sorted (owned first, then by cost) for readability.

Market Exchange System

A brand-new Market lets you trade late-game resources:

  • Unlocks via a dedicated “Resource Exchange Market” research.

  • Slider-based exchange UI with live preview of output and fees.

  • Dynamic fee system:

    • Base fee + scaling based on total blocks + per-exchange penalty (up to a cap).

  • Supports trading between Crystals, Uranium, Dark Matter, and Quantum Bits.

  • Fully localized into all 14 languages.

This gives you a flexible way to smooth out late-game resource bottlenecks at a cost.

Upgrades, Prestige & Energy  Progression Rework

From 0.8.0 + 0.8.2 combined:

  • Upgrades Tab is now fully functional and nicely styled:

    • Larger fonts, compact layout, clear cost/effect breakdown, and unlock requirements.

    • Diminishing returns for repeated purchases to avoid exponential breakage.

    • All upgrade names, descriptions, labels, and unlock conditions are localized.

  • Prestige Click Power now scales with a hybrid formula:

    • Linear + square-root progression, strong early rewards without infinite growth.

  • Fixed multiple Prestige bugs:

    • No more exponential click power on save/reload.

    • Lifetime stats are preserved correctly.

    • Upgrades and research re-apply correctly after prestige.

  • Energy system rework:

    • New energy-focused upgrades & a high-tier Dimensional Energy Core research.

    • Fixed energy initializing as 0.0 / 0.0.

    • New end-game upgrades boost max energy, regen, and lower consumption for Plasma tech and workers.

Workers, Research & Achievements

  • Worker research tree and research workers now reset correctly on reset and prestige.

  • Research workers appear in UI immediately after being unlocked.

  • New Research Worker Achievement set (8 achievements) with powerful rewards and full localization.

  • Worker category tabs now include a Research category, with proper keyboard shortcuts and translations.

  • Worker visual improvements:

    • Merging visuals adjusted so merged workers are noticeable but not huge.

    • New merge animation stages with cooldowns and particle effects.

    • Smoother movement, rotation, mining feedback, and floating text for mining hits.

Get Terminal Colony: Deep Core

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.