Increased Hub capacity bonus from prestige for high energy levels.
Added a notification on the augmentations tab when you have unspent augmentation points.
Made manual companion charging achievements easier.
Made skill count achievements easier.
Made coffee pick up achievements easier.
Added commas in achievement descriptions for large numbers.
You no longer get more power up tokens after level 94 because they cannot be spent.
Bug fixes:
Now you cannot right-click upgrade modules to toggle auto buy when auto buy hasn't been unlocked.
Removed a slight lingering sound that could be heard for the energy pick up SFX.
The total energy picked up statistic now includes the bonus from the acorn.
Notes:
The release is June 9th! Get hyped!
The maximum energy level remains 25 for now.
Beta Patch 27
Beta Patch 27 - Patch Notes
Capacity changes, minor improvements and bug fixes.
Changes:
Added a few more upgrades.
Increased max level to 95!
Capacity can now always be doubled for a price.
Changed how capacity values are shown.
Updated "At Capacity"-tips.
Hovering over the capacity bar shows a new small window where capacity can be increased.
Made Huge Energy pickup count achievements a bit easier.
Buy Loot Boost buttons are transparent when you cannot afford to buy Loot Boosts.
Buy field link buttons are transparent when you cannot afford to buy field links.
Buy Decor Token buttons are transparent when you cannot afford to buy Decor Tokens.
Implemented the credits! Thanks to all beta testers!
Added an info button to the buy field link button that explains that the energy needs to be in The Hub.
You can now right-click an upgrade module to toggle auto-buy.
The right-click option to toggle auto-buy is shown when hovering over the toggle that also enables auto-buy.
You can now click outside the pre-prestige window to close it.
Buying upgrades with windows open now does not close them.
Clicking the achievement side buttons now gives some feedback on the selected page button.
Coffee and XP Orb up time is now increased slightly when you visit a field where they exist. This is to avoid that they disappear right as you first see them.
Optimized the game's system for multiplying large numbers.
Removed the opening of the settings menu when pressing ESC.
Updated the capacity game guide.
Updated the tooltips shown when hovering over your level in the lower left corner.
Bug fixes:
Required time to spend in fields is now correct according to achievement descriptions.
Companion notification if you have points to spend is now updated correctly when the game is started.
Fixed a bug that could crash the game if you had bought all Loot Boosts and pressed the text "You have bought all loot boosts".
Black Hole achievements are now unlocked properly.
Research bars no longer flicker when spamming CTRL when you are in the Companion's field.
Notes:
All of the planned 100 levels are soon implemented!
Release Date Announcement
The release date of Energy Collector has been set to:
When the game is released the saves and leaderboard entries of beta testers will be reset to give everyone an equal chance to compete.
Do not hesitate to leave your feedback after release! I would love to continue improving the game based on your feedback.
If you are hyped and cannot wait for the release, join the Discord to discuss the game and hang out: https://discord.gg/62FCUKa5G3.
Beta Patch 26
Beta Patch 26 - Patch Notes
Augmentation tree changes and bug fixes.
Changes:
You now get one extra point in the augmentation tree every 10 levels.
Added new energy spawn and battery charge/sec nodes in the augmentation tree.
Added an info button that explains how augmentation points are unlocked.
Hovering over the companion in the augmentation window shows how many pick ups it has made.
Only companion stats that are relevant because they are unlocked are now shown.
Redesigned the expedition stats window slightly.
Bug fixes:
You can now click outside the expedition window to close it.
Fixed an issue where the achievement side buttons remained after closing the achievements window.
Notes:
The points spent in the augmentation tree has been reset due to the changes.
Beta Patch 25
Beta Patch 25 - Patch Notes
Final achievements, expedition changes and bug fixes.
Changes:
Reduced XP needed to level up crystals slightly.
Made expeditions a bit longer for rarer fragments.
Adjusted expeditions XP rewards. Made the difference between rarities smaller.
Made expedition count achievements a bit easier.
Added a "Always use rarest fragment available" checkbox to the expeditions.
Added 21 new achievements.
Added side buttons to achievement pages.
Pressing ESC now opens up the settings if no other window is open.
Bug fixes:
Upgrading a skill while active does now not change the progress of the active time bar.
Fixed a bug allowing one to open the transfer UI with SPACE before level 5.
Fixed a bug that caused the companion AFK shames not to count for the achievement.
Notes:
All planned achievements are now implemented!
Beta Patch 24
Beta Patch 24 - Patch Notes
End game content, improvements and bug fixes.
Changes:
Increased max level to 90!
Added 100 more upgrades. (Very late game content).
Increased max level to 25. (Now the last mastery reward is unlockable).
Added a button click SFX when starting expeditions.
Added 14 new achievements!
Added an intermediate size cursor (The cursor size is set dynamically based on the game's window size).
Changed helper speed from the Acorn of Nimble Fingers from (+2,+4) to (+1,+2,+3).
Increased the Acorn of Nimble Fingers helper speed up upgrade tier max level by 1.
Changed the Burning Coal CD Reduction from (4+4*Level) to (10+10*Level).
Increased the Burning Coal CD Reduction upgrade tier max level by 1.
Jeff now takes into account the last 30 minutes when predicting the time to level up.
Jeff no longer recalculates his prediction when a quest is completed.
Moles can no longer spawn slightly behind the quest window.
Moved the Skills game guide to the last spot in the game guide.
Added an unlock condition to locked game guides when hovering over them.
Added more details to the "What Happens"-Window which is shown when you prestige.
Code cleanup and optimization.
Bug fixes:
Fixed a crash that could occur when the Companion spawned Energy Drones in The Hub.
The augmentation UI is now closeable by clicking the button for opening it when it is already open.
The Companion is no longer drawn behind the screen saver changer button.
Fixed bugs, (yes multiple), which would incorrectly set "At Capacity"-icons in the transfer UI.
Clicking the companion in The Hub no longer opens windows.
Notes:
The max level was raised to 87 the previous patch but I forgot to add it to the patch notes.
Energy Collector - DevLog 06
Since the last DevLog there has been a second beta test. The feedback has been most valuable and the first changes to address it has already been published but there is more to come. Since the release is inching ever closer I will also talk about what the plans are for the game after the release date. Finally I tough upon some details regarding the release.
The topics for this DevLog are:
Post-Release
Beta Feedback
Release Date
Let's begin!
When you buy a game, it is nice to know if you are buying a finished product or if it will receive continued development. I would love nothing more than to continue development indefinitely, but I will also be transparent and admit that it will depend on the game's popularity after launch.
At the very minimum the game will receive minor improvements and bug fixes directly after launch. I will be highly active and read all of the feedback and try to address it.
However, there is so much more I would want to put in the game. Here are some of the other exciting things I am considering for the game in the future:
Ascendancy System - A new progression system. Probably something that allows you to go underground and collect different types of energy in a new way. The system would interact with the main game very tightly.
Lore System - The lore would be related to helping the tutorial helper find his parents.
Minigame - A new mini game, either a classic clicker or something related to tower defense, or both! It would be a minigame similar to how the Expedition System can be considered a minigame.
Energy Conversion System - Unlock ways to convert between different energy types.
Seasonal Events - But similar to Cookie Clicker it would be possible to unlock the events off-season.
Rare Collectibles System - A system for collecting rare items and saving them in a collection book.
UI Redesigns - Mainly the game guide, crystals window and decor token window.
Dark Mode - For the late night gamers.
More Content - Of course!
These are just the things I have thought of so far. I'm sure there will come much more ideas and suggestions worth exploring in the future.
The second beta is will ongoing and those who managed to join may continue to play up to release. When the game comes out all saves and leaderboards will be reset to make sure everyone starts with equal conditions.
Compared to the first beta there have been a lot fewer serious bugs, in fact, I count only two. The improvement suggestions are still plenty and I'm working hard on a lot of them. Here are some of the changes that will be made (or already have been made) based on beta feedback:
The augmentation tree should allow for speccing and unspeccing multiple nodes at once.
Quests should be a bit easier to complete.
Windows should be closeable by clicking outside of them.
Tutorial should be clear on that you can prestige at your own pace.
Capacity is too limited sometimes, especially directly after a prestige.
Expeditions are too short and require to much micromanagement.
It should be possible to spend energy to speed up research.
These are just the major stuff and there are many more minor changes proposed as well.
This is great! It is going to help make the game a lot better. Yet it is close to the changes made based on the feedback from the first beta test which led to additions such as: The companion system, cursors towers, AI Helpers and a rebalancing of capacity and transfer points. This is a good thing. Fewer things to change means that the game is getting closer to being complete!
From now on I post all the patch notes for game updates to Steam as well as Discord so you can follow the game's development if you would like.
While I'm not ready to announce a release date yet the newly released trailer for the game, (see it at the store page), announced that the game will be released in the summer of 2023! You can expect to get an exact release date within a few weeks!
The game is planned to cost around four dollars and there will be no in-app purchases. Get hyped!
Check out the official Discord server for the game: https://discord.gg/62FCUKa5G3. Come hangout and discuss the game!
You can now spec and unspec multiple nodes at once in the augmentation tree!
Reduced the price of the first few skill upgrades.
Quest plants are now invulnerable the first 8 seconds.
Moles have received increased spawn rate and higher up time.
Ghosts require fewer clicks to free and spawn every 25 seconds, down from 30.
Redesigned the hotkeys window to match the rest of the settings.
Removed one grid from Fallout on which one could place placeable objects.
Adjusted the tutorial mission text to indicate clearly that you may prestige whenever you like.
Added text indicating the map links are permanent unlocks.
Added a window when clicking prestige that explains what is kept and what is lost.
Bug fixes:
Fixed a bug that could crash the game related to the companion's XPOrb.
Augmentation tree UI does now not close when dragging the tree around and releasing the mouse outside the window.
The last unlocked achievement is no longer reset when restarting the game.
Notes:
A new trailer is out, you should check it out at the game's Steam page!
Beta Patch 22
Beta Patch 22 - Patch Notes
More endgame content and first changes addressing beta feedback!
Changes:
Raised max level to 85!
Added around 150 new upgrades (for the very late game).
You can now click outside windows to close them.
Added a counter for how many prestiges you have made, this is shown in the Prestige UI when you have done at least one.
Updated the tutorial dialogue to include that respecs in the augmentation tree are free.
Updated the tooltip when hovering over collect and xp icons.
Redesigned the shiny aura around huge energies.
Increased the size of the energies that pop out when picking up a huge energy.
Added a "Pin quest on start" setting.
Added the "Walks around randomly" to the game guide to better describe the robot helper's movement.
Rewrote the Wormhole! text to include the word "XP Orb".
Redesigned the Divine Call icon slightly.
The relative spawn rate of Large Energy and Huge Energy is now shown in the power ups menu.
Active crystal up times are now refreshed when they are clicked the first time.
Bug fixes:
When buying transfer points the text now correctly says "+2".
When buying quest speedup the text now correctly says "+10".
You can now press space when writing in the Digital Display decor item.
Notes:
There is still much more beta feedback to get to. All in all I'm very pleased that no serious bugs and crashes have been reported. Further quality of life and balancing improvements will come soon.
This is the first patch notes that has been published to Steam. From now on, all patches will be posted here as well!
Energy Collector - DevLog 05
Since the last DevLog there has been a beta test and the amount of great feedback has been extremely valuable. In this DevLog I want to summarize the feedback from the beta and what has/will be done to address it.
The topics for this DevLog are:
Beta Feedback
Automation
Remaining Work
Let's begin!
It is absolutely amazing how many were interested in the beta. Even better was all the great feedback which I received. I'll summarize all of the feedback and changes that will be made to address it.
The most important point of feedback can be summarized as the game needs more automation, earlier on in the game or in other words the game is too slow. I have taken this very seriously and a lot of changes will be made to improve on that point. The most important changes related to the pacing of the game are summarized under Automation further down.
Other important changes that were made based on your feedback include:
Fixed 5 game crashing bugs.
Fixed 10+ non-game crashing bugs.
Enabled offline farming from the start.
Added more hotkeys for better UI navigation.
Localization improvements.
Transfer UI improvements.
Increased transfer points and capacity available.
Changed mastery rewards.
Added tooltips to explain parts of the game.
Several crystal system improvements.
Robot helper improvements.
50+ other minor changes have also been made, see the Discord for more detailed patch notes.
The changes with the largest impact on the game are related to automation and the pacing of the game. I'll go over what has been done since the beta first, and then show some work in progress for the companion system.
Changes that have been done relating to automation and pacing:
Cursor towers: This new upgrade which is unlocked very early shoots target seeking arrows at energies that collect them. Cursor towers can be moved around in a field and their rate of fire can be upgraded. This helps automate pick ups early in the game.
Prestige Surge: This new mastery reward unlock gives you a tenfold increase in research speed when you unlock a field after a prestige. This helps you to more quickly come back to the point at which you were before the prestige. The effect time of the prestige surge can be upgrade by increasing your mastery level.
Offline farming: Offline farming is now available from the start and will farm at 50% efficiency for 4 hours. It can be upgraded to farm at 150% efficiency for 24 hours.
Robot helpers: The first robot helper upgrade is now unlocked much earlier and the research times for subsequent robot helpers has been reduced.
Transfer points: Transfer points now change the transfer rate in this pattern: 3 -> 10 -> 30 -> 100. This allows more granular control of transfer rates than before. The number of transfer points have also been increased, you can now transfer 10x more than before.
Changes that will be done relating to automation and pacing:
Capacity: Capacity will be increased, especially in the early game.
Research speed: Research speeds will be increased, especially in the early game.
Companion system: The companion system is by far the largest change coming up, it is perhaps the largest system in the game. The companion is a helper that you unlock at level 3 that will follow you around, talk to you, is customizable and can pick up energy. The companion is planned to be able to do things such as: increase research speed, spawn power ups and spawn more helpers. A huge spec tree is planned is currently being worked on right now. Here is a rough sketch: It is also planned to have a small amount of lore introduced via the companion.
Intelligent robot: One new robot type is planned and it will be unlocked as the last mastery system reward. It will be an intelligent robot that actively seeks out energy and picks it up. It is planend to be called the AI helper.
When all of these changes are implemented a new beta wave is planned. Check out the Discord if you are interested in testing out the game.
First of all, due to all the great feedback and changes from the first beta wave, there is going to be a new beta wave. There are a couple of more things to do before the next beta wave. Namely, completing the companion system, quality of life improvements and pacing improvements.
During the beta I will continue to adjust the game according to the feedback received. But more broadly, the following things remain to be completed before the game is done:
Implement max level 100.
Implement max energy level.
Add many more upgrades (but no new upgrade types are planned).
AI Helper robot unlockable via the mastery system.
More achievements.
Balance improvements.
Optimization.
A lore system.
The last skill.
Tons of minor improvements.
I still hope that the game can be released in the first half of 2023. My ambition is to create a final trailer and announce a release date shortly after the second beta wave starts. Hopefully the second beta wave will kick off in April.
In short, things are moving along in a steady pace. Much more news coming soon! Stay tuned!
Check out the official Discord server for the game: https://discord.gg/62FCUKa5G3. Come hangout and discuss the game! I will look for beta testers in the Discord channel when the next wave starts.