Full Changelog (1.8.1)
Prestige
Lust Essence. Reset your power to earn a permanent currency that never goes away. Your first prestige pays out 10 to 13 essence.
Your gallery is never touched. Prestige resets gold, upgrades and scene progress - it does not touch a single unlocked scene, character or reward. Every photo you have ever earned stays in the gallery, forever, across any number of prestiges.
Five permanent upgrades, bought with essence and kept through every reset:
Desire - more click damage
Golden Touch - more gold from everything
Devotion - automatic clicks, stacking on top of the VIP auto-clicker
Head Start - begin each run with a bankroll
Eternal Flame - more idle damage
The prestige button is visible from the start, showing how close you are (PRESTIGE - 3/5 SCENES), so you can see what is coming before you get there. It unlocks when you master every free scene of any one character.
The confirmation screen tells you what you gain, not just what you lose - including an estimate of how much faster your next run will be.
Your supporter perks are untouched. VIP status, unlocked characters, cheats and settings all survive prestige.
Save
Existing saves are upgraded automatically. Your gallery is protected before anything else happens, and your historical gold is reconstructed so your first prestige pays out what your progress is actually worth - you are not starting the prestige system from zero.
Backup codes carry your prestige. Essence, upgrade levels and prestige count all travel with your save code, and older codes without them still import normally.
Downloads are gone
No more download screen. Picking a character used to stop you with a prompt to download around 240 MB before you could play. That gate is gone - you click a character and you are in. Videos stream in as you play, and the game shows a short loading indicator for the first one.
Why it was never needed. The download fetched an asset bundle that the web player could not actually read videos from, so every video was downloaded a second time by streaming anyway. You were waiting for a copy nobody used.
Settings still show each character's size, fetched quietly in the background without holding you up.
Fixes
Decimal numbers now read correctly in every language. Some UI values showed a comma instead of a point depending on your browser's language.
Under the hood
Balance simulator. A new internal tool replays the whole progression from the real formulas - click combo, criticals, multi-touch and idle - in a fraction of a second, so pacing and payouts can be checked without playing for hours.
Progress bonus
Your damage bonus no longer disappears when you go back. The global x2 per scene, and the combo ceiling that goes with it, used to be based on which scene you were standing in - so returning to an earlier scene to finish it divided your damage and shrank your combo. Both are now based on how many scenes you have completed, which never goes down. Going back to clean up old scenes is now the easy part of the game instead of the punishing part.
The bonus is finally visible. A SCENE BONUS x8 readout sits under the combo bar, so you can see the multiplier you earned instead of guessing whether it exists.
Buying a scene no longer buys the bonus. You could bank gold, unlock a late scene outright and collect its multiplier without playing it. The bonus now comes from finishing scenes, not from owning them.
Finishing a character pays one last doubling. Clearing every scene grants a final tier - x64 damage and an 8x combo ceiling on a six-scene character - which makes the post-completion prestige farm noticeably faster.
Nobody loses power in the switch. If you had already bought a late scene without clearing the earlier ones, the old rule was paying you for it. Your save keeps that level as a floor, once, so the new rule can only ever give you more - never less than you went to bed with. Prestige clears the floor along with the rest of your progress.
The long wall before the fifth scene is shorter. Unlocking it cost 10 billion, which meant standing on a finished scene for about an hour - longer than the scene itself takes to play. It now costs 6 billion, and that hour became half an hour of waiting and more time actually fighting. Your first prestige still pays the same: the essence rate was recalibrated alongside it.
Progression is roughly 45% shorter. Simulated end to end, a character went from ~6h to ~3.3h, and the share of that time spent parked farming for the next scene fell from 77% to 58%. Combat time is unchanged: the farming gates got shorter, the fights did not get easier. Total gold earned is identical, so prestige payouts are unaffected.
Hearts
The flying heart is worth catching now. It paid a flat 200 clicks of gold, which for a player actually clicking was about six seconds of income. It now pays three minutes of your income, measured against whichever style you play - idle or active - so it is worth the same either way.
Hearts appear more often: roughly every five minutes instead of every 28.
Golden hearts show up four times as often - one every twenty minutes instead of one every fifty, so the buffs are something you actually see.
The golden jackpot was recalculated. It paid a million times your click damage - around eight hours of income in one pop, enough to skip whole scenes. It now pays thirty minutes of income.
Voices
The girls stopped repeating themselves. Lines were firing every 5 to 10 seconds, which burns through a whole voice set in three minutes and then loops forever. They now speak every 25 to 45 seconds: Eve's 31 lines went from a 4-minute loop to an 18-minute one, Videl's 24 from 3 minutes to 14. Nothing was removed - you were just hearing everything too fast.
Gallery
Wrong thumbnails fixed. Missing thumbnails fell back to whatever the prefab happened to hold, which was Tifa's first scene - that is why so many entries wore her photo. Thirty-eight images (all of Raven, plus two of Tifa's) were also imported in a mode the game cannot load, and are fixed. Mavis and Samus's first scene still need their artwork.