all updates for Ink Remnant
back to gameMay 15, 2026
0.8.5.1 - Apimancy!
Oh, and tooltips should now update without moving your mouse. Watch those numbers go up!
https://beesbeesbeesbees.com/
May 2, 2026
0.8.4 Cook up some alkahest
Sorry, 'calcine' some alkahest. Next up, bees! Beesbeesbees
April 20, 2026
0.8.3 - Fly the Clockwork Isle!
Alright, that's content, right? Building and fixing an airship?
If I broke your save (some options are missing) leave a comment where you're at, I'll make you a savestring.
April 20, 2026
0.8.2 - Clockwork Isle
You can now fix up the Clockwork Isle! But you can't fly it. (Yet.)
April 17, 2026
0.7.12 - full counters change color
To make it easier to tell when/if a currency is full, its counter will now change color.
Should make things a bit more scannable.
Also, the journal now unlocks stuff. Hopefully it'll signpost things a bit more clearly - if you're not sure what to do next, go read your journal, it should point you forwards.
April 17, 2026
0.7.11 - Journal
I've now added a 'journal' tab, which will have hints on what to do next, hold recaps of the magic you've learned, and eventually have the final 'the end' screen probably.
Still haven't decided what that should like like, but yeah.
April 15, 2026
0.7.10 - Different 'full' indicators
The 'full' indicator has been changed to a dash. I like it better than the circle.
Also did a bit of work on the university. I now have TWO end-of-content screens. Because.
April 14, 2026
0.7.9 - 'full' indicators
Buttons now get a yellow 'o' to indicate the resource they're creating is full. Tooltips now also say 'full'. Hopefully this will help make things clearer.
April 14, 2026
0.7.8 - More Tooltips
I've started adding stuff to the University, you can now teach a class or three!
Also, resources that tick will now show where the tick comes from in the tooltip.
The EOC screen has been returned to what it was. At least some people saw it that way, even if you need to fill all your gauges before it appears.
April 11, 2026
0.7.5 - dialogue box theming.
Dialogue boxes should now follow the global theme for the most part.
Also, if anyone wants to run this in the background, I also post this game on itch with a windows build that should run in the background. It tends to get updated slower (since it requires more work) but the itch page is https://not-a-hat.itch.io/ink-remnant for anyone who would rather download and play.
April 10, 2026
7.4 - Butterfly Courtyard and EOC
I added another NPC to the butterfly courtyard. They'll open a new area if you've built two loci. There's nothing to do in the new area yet, but it's there.
I also made the end-of-content screen considerably more sensitive. Now it'll trigger if you've seen every currency, even if they're not all full. Hopefully this makes it seem a bit more impactful, since it should show up right after a click. Let me know if I've gone too far...
April 6, 2026
7.2 - Butterfly Butcher
Full currencies now flash and jiggle if they're stopping you from running a job. Hopefully this will clarify how the 'floorspace' mechanic works more naturally.
There are also people to talk to in the butterfly courtyard now.
April 5, 2026
7.1 - This one might eat your save
So I bit the bullet and stripped out a bunch of extra info I'd been saving into the savestring. This should make the savestring smaller, and make it grow slower.
It's still a bit big... I might need to cut it some more if I add a bunch of currencies, we'll see. It should be good for now.
Old savestrings may still work? I haven't blocked them. Give it a shot and see. If this breaks your save and you don't want to restart, let me know in the chat or discord about where you are and I'll post a savestring for you.
April 4, 2026
6.10 - off-by-one errors
Probably wouldn't have pushed this one, except someone pointed out the tick rate was halved, so yeah. Kinda a big bug.
You can now ride the Butterfly Cab! But it doesn't go anywhere yet. :P
There are two hard things in programming - cache invalidation, naming variables, and off-by-one errors.
April 4, 2026
6.8 - This one's not a meme
Yet at least. Alright, I added a new magic. Now I just need to add stuff to do with the new magic.
I also think I squished the bug that was causing the slowdown every second or so. Surprisingly, it didn't seem to be the shader. Or maybe I got the wrong bug, we'll see. Anyways the game should play a bit smoother.
April 3, 2026
6.7 - tweaks and a tavern
There's now a tavern at the docks, go chat up a mage there if you can prove your knowledge.
I alphabetized the lists, and tweaked the price of kingly blue to make cyanomancy a bit less grindy. I also re-added floorspace to some recipes I'd forgotten to add it to initially. I probably missed some too tho.
March 30, 2026
6.4 - Glossy buttons or smth
Look I did a shader, all right? Let's all focus on that and not that it took me most of an afternoon and all it does is make the buttons shiny sometimes. Oh, there are some new rooms to build as well.
March 29, 2026
6.3.1 - Content?
You can now go to the market, get a fancy hat and shoes, and open a bank account.
March 26, 2026
5.7.1 - How much content is an 'update'?
I've got this set up so that when I push to github, it automatically updates galaxy.click. This is good and all, but a lot of my updates are pretty incremental. (Heh.)
This means there's kinda a drip of content, not a big push. But I don't want to be spamming y'all with notifications, so I'll probably hold off from making a 'content update' post for a bit. At least until I've got something to show inside the tower...
Oh, also, I turned on the chat, so if you have something you'd like to say not in a comment/review/whatever, feel free to drop it in there - I'll probably read it eventually.
March 26, 2026
Backgrounds!
Someone on reddit suggested the idea, and I stayed up way too late putting them in.
Next time I'll do content for sure.
Next time.
March 25, 2026
5.6 - new game and tweaks
Added a new way to make coins, and a way to reset the game. I also changed how I'd been doing the timers. Now, instead of being arbitrary, it's a small scale based on the item cap. So, buttons that need to run a bunch run faster, while buttons that only run a few times run slower. It seems alright in my testing; it gives a bit of variation without needing manual input.
And with that... I think I've touched all the QOL stuff I was looking at. Next up, I need to add some more content, which is a bit less interesting to me. Oh well, it's for the players, right?
March 25, 2026
Update 5.5. - autoload
The autosave should now autoload. This should have been implemented earlier... anyways, now I probably need to add a 'clear autosave' button. Later.
March 24, 2026
Update 5.4 - savestrings and settings
So I implemented savestrings, and they seemed to be working in my limited testing. There's a pretty good chance you'll see some bugs between updates, but hopefully things won't break too hard if I don't, say, rename a currency.
You can also turn off the jobs auto-running. This makes things precise and clicky, if that's more your speed.
March 24, 2026
The tooltip update - 0.5.3
I've built and edited tooltips for nearly everything now. I've also turned on background processing, so the game MIGHT keep running after losing focus. No promises, though, since this is also affected by browser settings.
March 24, 2026
The tooltip update - 0.5.3
I've built and edited tooltips for nearly everything now. I've also turned on background processing, so (unless your browser disallows it) the game should keep running after losing focus. No promises, though, since this is also affected by your browser settings.