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Have you ever dreamed of running a bustling business, watching your profits soar and your empire expand, all from the comfort of your own couch? Welcome to the wonderful world of store management games! While many titles boast complex economies and strategic decision-making, sometimes the most engaging experiences are those that blend simplicity with satisfying progression. And for that, there's no better example than the iconic Cookie Clicker.

The Humble Beginnings: Clicking Your Way to Sweet Success
At its core, Cookie Clicker is deceptively simple. You start with a single, magnificent cookie, and your primary goal is to click it. Each click generates one cookie. These cookies, in turn, become your currency, allowing you to purchase upgrades. Initially, these are humble Cursor upgrades, which automatically click for you. But soon, you're buying Grandmas, Farms, Factories, and even more fantastical cookie-producing contraptions like Portals and Time Machines.

The beauty of Cookie Clicker lies in its idle nature. While you'll be feverishly clicking in the early stages, the game quickly transitions into a fascinating exercise in automation. Your empire of cookie production grows exponentially, even when you're not actively playing. It's incredibly satisfying to return to the game after an hour or two and see your cookie count in the millions, billions, or even trillions!

From Manual Labor to Grand Cookie Overlord: A Gameplay Breakdown
The gameplay loop in Cookie Clicker is a delightful cycle of production, purchase, and prestige:

Clicking: Your initial source of cookies. Don't underestimate its power, especially with early upgrades.
Purchasing Buildings: These are your cookie generators. Each building type has a unique cost and production rate. The key is to find the right balance for your current cookie income.
Upgrades: These are crucial. Upgrades boost your clicking power, increase the efficiency of your buildings, and unlock entirely new mechanics. Some even change the visual appearance of your game!
Golden Cookies: These valuable, fleeting cookies appear randomly on your screen. Clicking them offers temporary but powerful buffs, like a surge in production or a massive cookie injection. Always prioritize clicking these!
Reincarnation (Ascension): Once you've amassed a truly astronomical number of cookies, you can "ascend." This resets your game but grants you "Heavenly Chips," which unlock permanent, powerful buffs that make your next playthrough even faster and more efficient. It's a brilliant meta-game loop that keeps you coming back for more.
Tips for the Aspiring Cookie Tycoon
Ready to embark on your cookie-baking journey? Here are a few friendly tips to get you started:

Balance is Key: Don't just buy the most expensive building. Often, a few cheaper, highly upgraded buildings can outperform a single, costly one.
Prioritize Upgrades: Always check for available upgrades. They often provide the biggest boosts to your cookie per second (CPS) and can unlock critical new features.
Golden Cookie Alert: Pay attention to golden cookies! They can dramatically accelerate your progress. There are even sound notifications for them, so keep your ears open.
Experiment with the Pantheon and Grimoire: As you progress, you'll unlock the Pantheon (for passive buffs) and the Grimoire (for magical cookie-generating spells). Don't be afraid to experiment with these to find what works best for your current strategy.
Don't Be Afraid to Ascend: It might seem daunting to reset your progress, but ascension is designed to make your subsequent runs even more exciting and rewarding. Embrace the heavenly chips!
The Sweet Taste of Idle Victory
Cookie Clicker is more than just a game; it's a fascinating study in incremental progress, automation, and the sheer satisfaction of watching numbers grow. It’s a perfect example of how a simple concept can be endlessly engaging, providing hours of delightful, low-stress entertainment. So, if you're looking for a relaxing yet rewarding store management experience where you can become a true cookie overlord, give Cookie Clicker a try. You might just find yourself happily clicking – and automating – your way to sweet, sweet success!
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Builds / Re: [1.3.0.17] Energy pistol Builds
« Last post by ugo on February 26, 2026, 01:29:35 am »
Another thing is Versatility. It's really hard to say if it's better to go for mild PER with no Versatility, or to simply go Versatility and 3 PER. I think PER ~6-7 strait GUNS with no Versatility might be better. Max spec points melee Versatility (DEX 17) is ~270 effective GUNS skill at level 30. Whereas using The Juice, Bio-luminous Marsh Honey on PER 7(10) is 240 effective skill and saves a feat slot, 55 flat skill points and 10 specialization points. You will also have higher effective weapon skill in the early and mid-game before versatility spec points and higher DEX stat progression. But Versatility can take 3 extra attribute points into something else like both high AGI and INT. You can use Point Shot and Knee Cap Shot on PER 7 too.
It seems like Versatility is better for Attributes, but worse for Feats/Skills/Specialization points.

I completely agree with you on this section. Ideally 4 more dkill points would solve the build and you wouldn't need versatility.

10/11 PER is the bad choice for energy pistol builds because DEX increase your number of shots and INT your damage but  you need CRITS and you can't always rely on Ambush.

So for STATS : Main is dex, followed with INT, then CON for SI, then PER 3 or 6

On your argument, this build make the choice of attributes VS specialization points (practical physicist,...)
I believe he was referring to the 10 specialization points of Versatility. A practical physicist is necessary regardless.
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General / Re: Make a Psionic Ability for Infusion
« Last post by Albert Altmann on February 24, 2026, 08:49:18 am »
Psychokinetic Exoskeleton - strength requirements of any weapon or armour, as well as any strength checks, are reduced by 1 for each 45 effective points in Psychokinesis.

This is supposed to be a toggled ability like Force Emission, but I think it might work out better as a feat that's always active, like Corporeal Projection but in reverse. As a feat, it would remain inactive while your character is stunned, incapacitated, psionically inhibited or has no psi points.

Telekinetic Arms - any melee weapon may be controlled telekinetically. This would probably work out best as a feat that provides a psionic ability, such as Locus of Control.

Basically you can make any melee weapon float in the air and strike enemies through purely mental exertion. Damage and precision are calculated on the basis of psychokinesis rather than melee skill (at 0.6 conversion, improved with specialisation points, so that 300 effective psychokinesis would amount to 180 effective melee when slashing at someone telekinetically).

Telekinetic attacks do not affect stamina, draining psi points instead. Attack speed is dependent on how well your mental power stacks up against the weapon's weight and required strength (the same ratio as with Psychokinetic Exoskeleton, only this time the 'strength' requirement has to be met entirely with effective psychokinesis). Telekinetic attacks may also be performed from a distance, with each tile past the first rendering the ability progressively harder to perform (an escalating modifier to psi cost, 'strength' requirement, effective skill value and precision; being a ranged melee build ought to come with certain limitations).

May or may not be inspired by D2R Warlock's Eldritch skill tree
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Suggestions / Upgrade Chainsword with Parts from Chop-Chop
« Last post by Int0rCess0r on February 24, 2026, 01:54:34 am »
It'd be an interesting idea to be able to upgrade the Chainsword by replacing its teeth with the serrated ones from Chop-Chops buzzsaw, making it less effective against armored targets but able to cause bleeding wounds.

Of course player should be able to switch between Chainsword teeth with them being inventory items that are switched out.
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Builds / Re: Has anybody tried Explosive Ammo out of a .44 LMG or Minigun?
« Last post by anustup on February 23, 2026, 05:11:45 am »
I have tried it. Another demerit I have noticed with these bullets (minus the bullet expense/overkill) is when targets get close to you. The explosions from your bullets will also cause you some damage. Damage wise, they are pretty solid.

The LMG burst always has a potential of a aggroing your teammates, along with hitting the random unwarranted napalm/acid/cryo canisters, and this chance goes up with these bullets.
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General / Re: Console and some commands
« Last post by Bucket_p on February 22, 2026, 10:50:27 pm »
Quote
Thanks to Styg for making the console public.

Yeah. Me, too. Thanks to Styg.
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Suggestions / Re: Custom Difficulty: Let Us Raise Attributes
« Last post by Sarokan on February 22, 2026, 06:11:09 pm »
Using console commands is not the same as a real gameplay option. Opening the console every few levels, typing in commands and adjusting stats by hand is clumsy, breaks the flow and most players will simply not bother with it.

Custom difficulty exists to put this kind of thing into the front end. We already have sliders for enemy health, damage, experience and level cap. An attribute option belongs in the same place.

That is why I am asking for an official attribute setting in custom difficulty, not a “just use the console” workaround. The console is fine for testing and experiments, but a proper menu option would make these extreme runs practical and attractive for many more players.
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Bugs / Milton Quest Bug & Power Fist Dungeon Cafeteria Door Bug
« Last post by LikeAShadow406 on February 22, 2026, 10:16:21 am »
If you pick the options that say something like "I already found the key, here it is" you get no XP from him, but if you don't tell him you found it, exit the dialog box then talk to him again and tell him you found it you get 1 XP for completing the quest


Also, in the Power Fist dungeon, the one with a Death Stalker cafeteria & Greater Coil Spiders in the basement, if you open the door to the northeast of the Cafeteria door and save your game, when you load the savefile you made that door closes on its own, I noticed this because I was trying to get the Death Stalkers to fight the Plasma Sentries which took a few attempts, each time I load a file that was saved with that door open the door closes
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Bugs / Cryogenic Barrier DR/DT scales with Psychokinesis
« Last post by rararaven on February 22, 2026, 10:10:37 am »
As stated in title, cryo barrier uses psychokinesis for its dr/dt scaling instead of metathermics.
Notice how both cryo barrier and force field have same mech dr/dt
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I actually restarted a new run with Chemical Pistol for crowd control + Plasma Pistol for damage, about to start Depot A with much smoother gameplay so far, albeit more expensive due to having ammo cost unlike spears (killing Milton who has 2.4k HP for his loot cost 25 acid vials, worth around 35 charons), your suggestion is pretty good, I will try out Electroshock Pistol as well, though from my memory of using it in the past on a Survival Instincts Versatility + Crit Power spec build it was only doing like 1k damage on the first shot with a crafted pistol at around level 18.
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