Updated camera in slopes to help with motion sickness;
Fixed bug that prevented players from redoing the ending scene.
Fixed some collisions ;
Fixed parts of the french translation ;
Fixed some interactions with Skunky ;
Fixed a bug with the anxious dinosaur ;
Fixed animation with the changing curtain that could leave the player stuck ;
Fixed bug with the coffee mug ;
Fixed the clock disappearing when recylcing;
Fixed the ending credits not appearing.
Thank you for reporting your bugs. It helps us fix them :)
The Unity build is finally out of beta and is now the official version of C4: Clicker First Mint!
What’s new?
• 🚀 Sleeker, faster clickin’ powered by Unity
• 🎯 100% Steam Achievements — claim them all
• 🎒 Steam Inventory Drops — grab your fake crypto loot
• 📈 In-game console teaches you trading basics: indicators, strategies, and chart voodoo
The old AGK version hasn’t been delisted — you’ll still find it under the LegacyAGK branch if you’re feeling nostalgic.
Unity brings more polish, more parody, and more clicker chaos.
So… ready to mint some digital nonsense with a side of actual knowledge?
👉 Play the Unity build now and get rich*
*not really. This is satire.
Lately, I've been working on a new game featuring Seth. I wanted to share the next small milestone in the "Deep Sheol" project.
The 🎵Operation Octo OST🎶 is finally available for streaming / purchase!
🔵 You can buy the OST on Steam, which contains high-quality & loopable versions of each track for download!
(ft. Volcanic Ridge theme sneak peek?!)
🔴 Click here for the YouTube playlist
🟢 (The Spotify playlist is currently incomplete, due to distributor delays)
Think of the Steam soundtrack as a tip jar for me, if you liked the game :)
Daniel Teles has composed some (insanely good) new tracks for Mini-Game Levels & Ultimate Battles (Turret Clam Levels)!
I gave Daniel the "Crimson Front soundtrack" as reference for the Ultimate Battle, hence the track has the "jazz swing big band vibe" - Go check it out inside the game or the OST now!
Welcome the most complex / unique attacking turret yet - The Argonaut! (i.e. Paper Nautilus)
Argonaut occasionally consumes a nearby Pearl to enhance its attack range - It has 3 forms depending on how far upgraded it is!
After a while, the Argonaut self-destructs and gives ALL the Pearls back!

Argonaut is an incredibly powerful yet unreliable attacker (due to its temporary nature) - How good it gets depends on how many Pearls you manage to feed it!
Argonauts fits well into both cycle decks (free full refunds = free cycle!) AND heavy decks (acing at early-game while allowing you to fully transition into expensive attackers using the refunded pearls).
Unlock Argonaut now inside the Sandy Shallows store (Bought for 2 Rubies after you've beaten Level 1-10)!
If you encounter any bugs while playing, please report them to me on Discord!
-------------------------------------------------------------------
Frogfish profit amount reduced by 5 Pearls
Frogfish has been almost universally thought of as OP since his recent debute. Making a small profit every 20 seconds really adds up over the course of a level, especially when a player intentionally leaves Large Pearls around to be collected by Frogfish. In addition to making Frogfish less of a risk-free & superior Pearl Tree, this nerf essentially degrades the Pearl that a Frogfish produces, so that it's much harder to feed Large Pearls that were spitted out by a previous Frogfish right back into a new Frogfish for more profits.
A knocked-out turret can no longer give souls to multiple soul collectors (e.g. Hollow Deathray)
Hollow Deathray is now only able to collect souls from knocked-out turrets within his attack range
Soul-collection has been reworked in preparation to it becoming a more common Hollow turret gimmick, where multiple soul collectors will have to share the limited number of turret K.O.s on the field.
Potion Factory now caps his current HP whenever he launches a potion; The HP cap decreases exponentially after each potion launch
This will not impact your interactions with Potion Factory if you're attacking him as you should. However, a neglected Factory will now generate weaker and weaker shields as time goes on, to the point that he dies after the 7th Potion launch. When improperly addressed, a Potion Factory will still mess you up, but he will no longer remain a perpetual threat to players who ignore Factories completely.
Tangler Skeleton's tentacles now automatically retract after 40 seconds
Tangler Skeleton ability minimum reload time increased from 6 seconds to 10 seconds
I had wanted Tangler tentacles to be a persistent chore you must address sooner or later, and to have illumination play a bigger role when countering Tangler, since tangled turrets that remain unseen could secretly sabotage you for the entire level. However, given how overwhelming & annoying people already find Tangler to be, I'm now allowing undetected tentacles to eventually disappear. A turret being shut down for 40 whole seconds already accomplishes Tangler's role of supporting her current wave. Plus, low-profile, outside-the-base turrets such as Pleco & Starfish are now more desireable picks even when Tangler is present - Even if you can't go out of your way to free them, they'll now break free eventually. (This also reduces cases where a player thinks his Starfish is in position to counter Potion Factories, but ends up dying horrendously to potions because said Starfish had been tangled the whole time.)
While Odin is disoriented and stunned at the same time, if an incoming damage would reduce the disorientation timer low enough, clear the disorientation effect immediately
If Odin recovers from disorientation while stunned, Odin now gains an extended disorientation immunity period, starting from when stun wears off
More reworks to make recovering from Disorientation less disorientating. Will add some super noticeable visuals for Disorientation recovery next update too...
Potion Factory now resets his deployment / reload time when stunned
Reaper Skeleton now resets his strike cooldown if stunned while patrolling
For consistency with other stun resets, and to provide additional benefit to players who cycle Zappy Jelly onto skeletons camping outside of the base
-------------------------------------------------------------------
Fixed a glitch where from certain positions, a Frogfish could stretch its tongue across a mountain tile to reach a Pearl inside a Clam
Reported by IdiotWithATophat
Fixed a glitch where Odin' regen rate could be slowed down when FPS is extremely high
Fixed a glitch where Spiky Urchin would not move towards stationary enemies that occupy tiles
-------------------------------------------------------------------
A level now ends if all remaining skeletons have been perma-stunned by Crab Trap
Graveyard graves now have a button that lets you retrieve all skeleton pods from the grave in one click
The shortest Graveyard turret pod charge-up time decreased from 4 seconds to 3 seconds
Reordered some Twilight Zone mid-priority Treat Bucket Quests
Level 1-11's name finally gets censored
Potion Factory's manual entry now displays the "Gigantic" trait
Good catch by IdiotWithATophat
Removed "inside a regular level" requirement from Achievements "Doppelgänger" and "Dolphlock’s Irregulars"
"Good Haul" Achievement now requires 15 Pearls of profit instead of 20
You deserve the achievement if you pulled off double Imitation Crabs during a mini game / Turret Clam level
Replaced Mutant Elixir's upgrade sound effect
im sorryyy gabe i promise it was an accident please dont suuuee
Bottle Frost shop item price increased to 10 rubies
This has been the intended price all along. Starting Elixirs were always supposed to be expensive ruby items. In the past, players literally had no other buying options to spend rubies on, so I made Elixirs reasonably affordable right off the bat. Now that Argonaut has filled the cheap-gemium slot in Sandy Shallows, Frosty Elixir can finally be sold at the price it deserved to be at. Hurry up and grind for that Mutant Elixir before the Toxic Wasteland gemium comes out next update ;)
Changed the "Place turrets far from skeletons" pop-up tutorial phrasing from "A ranged turret will kill a melee skeleton as it walks up" to "You could have placed that turret farther back in safety; A dead turret won't save your Clam!"
So far every single person who's triggered that tutorial has read it then said "But I didn't have a choice". I need a psychologist to explain this highly replicable phenomenon
Update with the following changes:
Monster rebalanced to ensure faster matches!
Now, after losing in the tutorial or losing a normal run, you unlock Blessings! These are three piggy-banks that can be broken in any run to gain extra resources.
Haven’t had time to try the tutorial yet? Enjoy it until 11/17.
Already played it? Try the update and use the piggy-banks to secure a win!

Hello dear players! Today we have prepared for you list of our games, which can be purchased with a good discount!

If you have one or several of our games, you can purchase our Bundle's with a higher discount!)







You can buy a gift for your friends our Bundle's for gifts with a good discount!)







Do not miss our special offers!
We hope you enjoy it

Hello dear players! Today we have prepared for you list of our games, which can be purchased with a good discount!

If you have one or several of our games, you can purchase our Bundle's with a higher discount!)







You can buy a gift for your friends our Bundle's for gifts with a good discount!)







Do not miss our special offers!
We hope you enjoy it