Also the first few Orbs are Absolutely Brutal. 1000 fragments over and over again. If one find +1 upgrade fast enough it's better but if one will focus more on game without "Tree" than it's unplayable.
I see some resemblance to Revolution Idle. Hope more balance will help with initial gameplay.
Hey! Thank you so much for the detailed feedback — this is exactly the kind of input that helps shape the game.
You're completely right about the early game being brutal. The first few Orbs require grinding 1,000 fragments over and over with almost no visual reward — that's a design problem we're already fixing. The click upgrade also had a silent bug where Level 1 did nothing visible, which made the Tree feel useless unless you stumbled onto it. That's now corrected.
We're also working on making the Skill Tree more visually distinct from the stats and options — it deserves its own clear space.
The Revolution Idle comparison genuinely made us smile. We're aiming for something in that spirit but with a twist that will become clearer in Layer 1, which is coming in the next few weeks. It's going to change how you think about the prestige loop in a way we think feels fresh.
If you have anything else you'd change, or something you think is already working well, we'd love to hear it — every note counts.
Thanks again for playing and taking the time to write. Really means a lot this early. 🙏
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bug report, first orb upgrade +3 fragments per click. after reset i get 2 fragments per click without upgrades.
No idea what does that mean:

Also the first few Orbs are Absolutely Brutal. 1000 fragments over and over again. If one find +1 upgrade fast enough it's better but if one will focus more on game without "Tree" than it's unplayable.
I see some resemblance to Revolution Idle. Hope more balance will help with initial gameplay.
Hey! Thank you so much for the detailed feedback — this is exactly the kind of input that helps shape the game.
You're completely right about the early game being brutal. The first few Orbs require grinding 1,000 fragments over and over with almost no visual reward — that's a design problem we're already fixing. The click upgrade also had a silent bug where Level 1 did nothing visible, which made the Tree feel useless unless you stumbled onto it. That's now corrected.
We're also working on making the Skill Tree more visually distinct from the stats and options — it deserves its own clear space.
The Revolution Idle comparison genuinely made us smile. We're aiming for something in that spirit but with a twist that will become clearer in Layer 1, which is coming in the next few weeks. It's going to change how you think about the prestige loop in a way we think feels fresh.
If you have anything else you'd change, or something you think is already working well, we'd love to hear it — every note counts.
Thanks again for playing and taking the time to write. Really means a lot this early. 🙏