SC2FMFR
developed by Schrottii gamedev | rated 4.1 stars, 133 ratings.
|
133 ratings
Posted October 17, 2024. Updated November 8, 2024. Played 13165 times for a total of 29045 hours.
description
Beloved by a niche community: SC2FMFR is the massive and long incremental/idle/merger game, developed by Schrottii, big enough it eclipsed mod status and turned into an own game. Originally a mod of VeproGames' "Scrap Fanmade", based on the successful mobile merger game "Scrap Clicker 2". All permissions were given by the previous creators.
It contains dozens of currencies and features, 1000 barrels to explore, 250+ Achievements, and days of exciting new content.
latest update
SC2FMFR v3.5 v3.5 November 8, 2024
(This is the first update since FR's release on galaxy, and is based on your feedback! Including: easier earlier game progress, easier beams, and so much more)
-> Content:
- Added a GS boost from Achievements (+2% for every Achievement, additive)
- Added a donate button (in options)
- Re-balancing (earlygame, beams and supernova), improved Unlocks, Gifts, and more (see sections below)
-> Earlygame balance:
- Increased base magnet chance from 1% to 2%
- Doubled the magnet chance upgrade's effect (max. 5% -> 10%)
- Reduced Get More Scrap's base magnet costs from 10 to 4, and the increase from 5 to 2
-> Beam balance:
- Reduced costs of several upgrades:
- Beams: Beam storms occur more often, Beam storms are longer
- Aerobeams: Falling Magnets are slower, Falling Magnets are worth more, Unlock a new type of storm
- Angel Beams: worth more, spawn more often, more GS from Mastery
- Reinforced Beams: worth more, easier to collect
- Glitch Beams: worth more, repeat, min. worth
- Glitch Beam min. worth is now affected by all multis (not including the Glitch Beam upgrade to increase their own worth)
- Buffed F.U.N. from x2 to x3
- Reduced falling speed of Beams, Aerobeams and Reinforced Beams
-> Supernova balance:
- Cosmic Emblems: Reduced barrels needed per emblem from 50k to 20k.
- Added a bonus emblem at 10k. (1st is guaranteed, 2nd at 10k, 3rd at 20k, 4th at 40k, 5th at 60k, etc.)
- How many barrels are required to gain the next emblem are now displayed
- Changed the Supernova unlock parts / made them more clear:
- The earth upgrade (1e500 GS) unlocks the Supernova mechanic itself, and most of its scenes, and the final tree upgrade
- The final tree upgrade unlocks the action of performing a Supernova
- After the first Supernova, the tree upgrade does not need to be re-bought, Supernova content (except doing one) can be accessed once the solar system is unlocked. Re-buying the earth upgrade is necessary to do another Supernova
- Previously, emblem and dust upgrades were not visible before gaining the first star - they are now
-> Unlocks:
- Reworked unlocks code and fixed issues
- Added button to reveal the names of locked content, rather than only showing their requirement
- Added a square and changed locked color from red to orange for better readability
- Changed text for locked content from "Locked - " to "Unlocked at: "
-> Gifts:
- Gifts can now also be opened on the next day, rather than just on the exact day they were sent
- Changed Gift image
- Reworked Gifts scene (layout and design)
- Moved explanations to a different scene, accessed by an info button in the top right corner
- Changed friend list design a bit
- Friend list now shows when you've already opened a Gift by that friend today
-> Design:
- Changed page title (web)
- Changed background (around the game) on wide screens from black to a blurred version of the game's icon
- Scroll bars stopped eating too many burgers (wide screens)
- Improved the loading screen's scaling on wide screens
- Re-arranged the bottom section of options
- Changed factory background image and improved its quality
- Scrapyard image is no longer cut off
- Updated Gift and Supernova Achievement images
- Removed components image
-> Other:
- Removed elastic scrolling (iOS)
- Added a hard cap of 1e300 for every upgrade level
- Added a hard cap of 1e300e300 for Tires and displays (to prevent crashes)
- To avoid confusion for newer players, the following settings are now only visible once relevant: Open Beams, Optimized Hyper Buy, Auto Better Barrels, 2nd Dimension Effects
- Loading a save from a file no longer takes two attempts
- Fixed some crashes
- Several smaller improvements and bug fixes
newest comments
Dev I got 2 merge quests for barrel #194 and the first one I got was going fine then I got the second barrel merge quest for 194 and then instead of the game counting a merge for both merge quests it just counts the merges for the second 194 quest and not the first 194 quest could you be able to fix this.
PS your average addicted user
How big of a boost do wrenches give
Dev, how low of spawntime do I need for 300 a min
developer response: theoretically 0.2s is enough but you'll want 0.1s or faster. the record is >600/minute
wow, the developer, talking to me? anyways, after that i figured it out and started grinding them, so i have e1200 rn. tysm!!!!!!!
developer response: glad your tires are rolling now :)
99.99% of ripoff games don't fall any under copyright laws. ml doesn't either. Although this is way better than merging legends you shouldn't lie about ml being illegal
developer response: It directly took images from the original games, and the author is earning money with content and ideas they did not invent. If making a Nintendo fangame (even without income!) is illegal, then so is that.
top comments
man i love scrap
I think I hate this game? I was enjoying myself, until Quests - I hated getting merge tokens. Then I unlocked the second dimension, and I hated grinding for Dark Scrap (and Dark Fragments, wow). Then I got to beams, and I despised getting beams. After that I stopped unlocking things that I hated, but then I got supernova, and the game asked me to get Merge Tokens, Beams, and Dark resources all over again, except this time with a boost that seemed too small to me (even though, objectively, it was a substantial increase). I realised that I sort of resented the fact that I had to get them in large quantities to begin with, the first time around, so I gave up.
Even the things I didn't hate (tires, bricks, etc.) took way too long to get up to a good rate of progress. Tires, especially, were quite frustrating due to the price increase for the whole row with each individual purchase, which, while I'm sure makes sense for the games' progression in the long term, feels awful in the moment, and is quite frustrating at first.
I can recommend the game to most people, I think, but I'll conclude with this - if you, hypothetiocal new player reading this, find each new avenue of progress less appealing than the last, as I did, then listen to your instincts. While it does not necessarily get worse, it definitely doesn't get any better (that was my experience, at least). Obviously, if you're having fun, then keep having fun - the game is clearly striking a chord within you. But if you're like me, and you find yourself putting your nose to the grindstone, hoping for a progression layer that will make the previous ones less of a chore, then stop. Not this time, friend. Not this game.
developer response: Totally fair review. Quests have always been the most unpopular part of the game, but things like Super EZ or all the later token boosts make it much easier. Beams were very grindy for a long time, but in the most recent update (right before I released it on galaxy), tree upgrades that cost Beams were made significantly cheaper. I can look into the costs of the Beam upgrades themselves as well. And for Supernova, maybe you did it a bit early? Like most prestige layers, you don't want to prestige immediately after unlocking it - I think the recommended amount is thousands of dusts. With that you can get around x4 Beams, x5 Tokens, x10 Magnets - whatever you want - you can reset and re-assign the Dust upgrades at any time. Respect for making it to the end of the game.
holy- a scrap clicker 2 fangame on pc that doesnt require merging 10million times a day manually and that actually introduces new mechanics rather than just new ways to make a number go up?!?!?! this is a historical event.
the insane elitism in the sc2 community around "merging techniques" is just straight up degenerate and i can see why the devs never expanded the actual gameplay so this is such a huge quality jump from the original lmfao
There's an unlock for doing 12,000 manual merges???? I'm not dealing with that dude
developer response: 12k isn't much when in the original game people do 1 million in a week haha but you don't need to do it, the currency you unlock there explicitly boosts an active playstyle
Hm. Currently, not that long into the game, but 500 Golden Scrap for 2x Scrap = 500% for 200%. Am I missing the point? Is it double each time and will be worthwhile sometime in future?
developer response: Fair question. The price/effect ratio of that upgrade is different later on (higher costs). What makes the upgrade useful is that the scrap boosts from GS and from that upgrade are multiplicative with each other. If you have 5500 GS and spend 500 on 2x Scrap from the upgrade you only lose 10% Scrap boost from GS, but gain 2x from the upgrade. So optimally you want to only spend a fraction of your GS on it (whenever the boost you gain is higher than what you lose)