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:
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All Quantum Prestige UI, Upgrades, Worker categories, Market, and Main Menu text now use translation keys instead of hardcoded English.
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Worker category tabs (“Basic / Advanced / Specialist / Research”) are translated, keyboard shortcuts [Q][W][E][R] still work in every language.
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Main menu translations are now complete for all 14 supported languages, including Arabic, Japanese, Korean, Polish, Romanian, Turkish, and Ukrainian.
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Many missing/mismatched strings were fixed (upgrade unlock conditions, stats labels, help text, boss names, etc.).
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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”:
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New background image (dark green circuit board theme) using embedded assets.
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All main buttons now use a custom button background texture for consistent styling.
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Continue now correctly reflects whether a save exists (instant visual update after deletion).
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Fully working Delete Save button:
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Shows a confirmation dialog.
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Deletes the platform-specific save file.
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Updates the Continue button state immediately.
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Fonts now initialize on the first frame, so the menu no longer renders with missing fonts or fallback glitches.
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Language changes in settings instantly update main menu button text.
Asset System Refactor Single Binary Build
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All assets are now embedded into the binary using
rust-embed. -
No more external asset files needed: you ship and run one executable.
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Asset loading states and progress bars are simplified away – everything is available from the start.
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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
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Full state flow is now:
MainMenu → Loading → Playing. -
Main menu now cleanly initializes all gameplay resources when:
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Starting a new game, or
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Loading a saved game (or falling back to new game on load failure).
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Continue and Save systems are now restricted to the Playing state:
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No more trying to save during the main menu / loading screens.
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Auto-save only runs during gameplay.
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Fixed Windows stack overflow on startup by increasing stack size and removing heavy translation calls from
Defaultconstructors.
Result: starting, continuing, saving, and deleting saves all behave the way you’d expect.
Automation & Market Systems
Automation UI – Fully Playable Now
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The Automation tab is now a complete, polished interface:
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Cards for all 5 automation types (Auto-Digger, Plasma Drill, Drone Swarm, AI Core, Quantum Excavator).
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Cost display with icons and affordability colors.
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Real-time production preview and total counts.
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Visual styling now matches the Upgrades tab (same fonts, colors, layout, and button placement).
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Automation cards are sorted (owned first, then by cost) for readability.
Market Exchange System
A brand-new Market lets you trade late-game resources:
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Unlocks via a dedicated “Resource Exchange Market” research.
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Slider-based exchange UI with live preview of output and fees.
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Dynamic fee system:
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Base fee + scaling based on total blocks + per-exchange penalty (up to a cap).
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Supports trading between Crystals, Uranium, Dark Matter, and Quantum Bits.
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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:
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Upgrades Tab is now fully functional and nicely styled:
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Larger fonts, compact layout, clear cost/effect breakdown, and unlock requirements.
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Diminishing returns for repeated purchases to avoid exponential breakage.
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All upgrade names, descriptions, labels, and unlock conditions are localized.
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Prestige Click Power now scales with a hybrid formula:
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Linear + square-root progression, strong early rewards without infinite growth.
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Fixed multiple Prestige bugs:
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No more exponential click power on save/reload.
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Lifetime stats are preserved correctly.
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Upgrades and research re-apply correctly after prestige.
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Energy system rework:
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New energy-focused upgrades & a high-tier Dimensional Energy Core research.
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Fixed energy initializing as
0.0 / 0.0. -
New end-game upgrades boost max energy, regen, and lower consumption for Plasma tech and workers.
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Workers, Research & Achievements
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Worker research tree and research workers now reset correctly on reset and prestige.
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Research workers appear in UI immediately after being unlocked.
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New Research Worker Achievement set (8 achievements) with powerful rewards and full localization.
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Worker category tabs now include a Research category, with proper keyboard shortcuts and translations.
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Worker visual improvements:
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Merging visuals adjusted so merged workers are noticeable but not huge.
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New merge animation stages with cooldowns and particle effects.
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Smoother movement, rotation, mining feedback, and floating text for mining hits.
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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) |
| Accessibility | Color-blind friendly, High-contrast |
More posts
- Upgrade to v0.8.2 now and get straight into the action.4 hours ago
- Completion Overview2 days ago
- Refining the Automation, Upgrades Tab Interface2 days ago
- Sneak Peek: Worker Mining & Movement Upgrades4 days ago
- Refining the Upgrades Tab Interface5 days ago
- Dropped v0.8.0. Go get it!5 days ago
- Prestige Requirements Redesign8 days ago
- Implementing and Testing the Achievement System9 days ago
- Preparing the Core: Steam Launch Incoming11 days ago

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