Incremental Ragebait Patch Notes — March 19, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hello There RaigeBaiters,
In this update and absolute ton, of changes is present, the most visible change is the re-organisation of the upgrade tree as well as major balancing of the 1st level. The Upgrade tree now has colours! And the first level now takes 15 minutes (instead of an hour).
Outside of that I think the most prominent changes are
Improved Boss Bar.
Mob attack cool down bar.
A system stopping mobs from entering the clouds.
Player Damage Visual Cue
Finished Saving System
IF you'd like to get more details about the game's changes, balancing, bug fixes you can read go ahead and read all of the below, cheers!
Upgrade Tree Changes
Changed stat text colour to blue from Crimson Ink
Changed Upgrade Node Colour scheme to colours from Crimson Ink
Deleted the "Stats" title text (Its unnecessary everyone knows what it is)
Deleted Zoom speed setting from Upgrade Tree
Made the nodes and particles be affected by the pixelisation camera texture
lowered distance between upgrade nodes to match new pixel ratios
changed pixel ratios on upgrade descriptions
changed pixel ratios on background
Made the background colour to very dark red
Made the "Can Buy" outline smaller
Made the upgrade particles half-size so that they have proper pixel ratio
Changed Upgrade tree generation from up down to spreading from centre in all directions.
Made Lines Change Colour Depending On type
Divided all upgrades into 4 types one for each side
Gave each upgrade type a different BG icon with a distinct colour
New Upgrade Tree Stats
Health Stat
Armour Stat
Flat Regeneration Steat
Regeneration Stat based on max health percentage
Flat Life Steal Per Kill
Percentage of Damage Life Steal
Flat Life Steal Per Attack
Critical Hit Damage
Critical Hit Chance
GENERATE all stats automatically between flat and multiply/divide versions. And display the non-flat and flat versions as children of the overall stat. If you drag on the upgrade, it will show a mathematical equation with the upgrade's effect.
GENERATE all stats as Permanent per kill automatically.
GENERATE all stats as multiplier/divider
Percentage Damage reduction
Movement Speed Stat
Collection Range Stat
Criticall Hit Attack Size
Upgrade Tree Balance
Stoped the upgrade from increasing given value per level
Made the upgrade price rise slower per level
Made the minimal upgrade value for all upgrades in nodes at something meaningfull (if impossible make them appear later)
Had the ratio at which price of upgrade per distance from start rise exponentially
Made upgrades appear firstly too Op with low distance prices but high numbers and then scale into overprice forcing the player to choose new upgrades
Game Changes
Mob attack cooldown is now displayed as a bar
Distanced the center upgrade nodes more from each other
Made a system which changes the edge points of the map collider to map edges precisely when the battle starts so now units don't enter clouds.
Increased the size of the "amount of money per second" bar as when the amount reaches above 7 letters it crashes
Added audio for Dagon speaking.
The attack animation is played now only when the mob attacks not every time it receives damage.
Changed game, bar icon to the proper art.
Lowered delay between attack and its animation from 1s to 0.5s
Created a small tillable particles animation and added it to the boss bar
Added camera edges to active play
Added Chibi Incrementus to description boxes.
Saving System Saves already excluded dialoges.
Buildings Saving System
Lowered Size of the attack box by 5% to make it seem more generous.
Added an animated background to main menu.
Stoped the already unlocked upgrades from running the (unlock) animation and flashing the player each time you go back to the upgrade tree
Added Auto save visualisation in right upper corner
Added visual cue for Player Receiving damage.
Lowered Max ZoomOut from 13 to 10
Made Boss bar 3 times bigger
Added a boss Icon near boss bar
Added additionall Soul Types To lower Collection performance issues
Soul 25
Soul 100
Soul 7500
Soul 27500
Bug FIxes
Fixed the first boss respawn condition, so it does appear again when you replay the level.
Fixed positions of soul info in round summary
Stoped unit deletion from double activating when round is restated
Fixed positions of Incrementus UP in upgrade infos
Blocked interaction with things for 0.5 sec after dialoge ends to avoid misclicks
Made Upgrade Tab Button appear closest to the level selection
(Lorpy - First Enemy | Lorp - Second Enemy | Lorpium - Third Enemy)
Balancing
Decreased time it takes for boss to spawn by 30%
Lowered Attack Speed Upgrade Scale by 60%
Increased minimal value of an Attack Speed Upgrade from 10% to 20%
Increased First Boss's Movement Speed 2 times.
Increased Minimum and Maximum pitch range for button sounds by 0.05
Changed ToolSlot generation distance from 1 to 2
Lowered Health Regeneration Upgrade Scale 10 times
Increased Lorpium money drop 3 times
Increased lorp money drop by 20%
Changed Lorpium hp by 50%
Lowered lorp hp by 20%
Spawn Frequency increased the minimal node value from 10% to 30%
Attack Damage increased the minimal node value from 10% to 30%
Armour increased the minimal node value from 2 to 8
Max Health increased the minimal node value from 50 to 100
Quality increased the minimal node value from 10% to 20%
Attack Damage increased the minimal node value from 0.1 to 0.2
Changed Lorp Hunter Damage from 240 to 200
Changed armour upgrade scale from 1 to 0.5
Increased Lorpy Damage from 20 to 30
Increased Lorpy Attack Cooldown from 1 to 4s
Increased Lorpy money drop from 6 to 8
Increased tool slot generation distance from 2 to 8
Increased difficulty generation distance from 2 to 8
Increased map piece generation distance from 2 to 8
Increased Efficiency generation distance from 2 to 8
Lowered Armour Pricing Scale from 24 to 12
Lowered AttackDamage Pricing Scale from 24 to 12
Lowered Attack Speed Pricing Scale from 16 to 8
Lowered Attack Size Pricing Scale from 16 to 8
Lowered Difficulty Pricing Scale from 12 to 6
Lowered Efficiency Pricing Scale from 36 to 18
Lowered Health Pricing Scale from 8 to 4
Lowered MapSize Pricing Scale from 8 to 4
Lowered Quallity Pricing Scale from 24 to 12
Lowered Regeneration Pricing Scale from 24 to 12
Lowered Spawn Frequency Pricing Scale from 48 to 24
Lowered ToolSlots Pricing Scale from 120 to 60
Lowered Lorpy Health from 11 to 10
Doubled Lorp Boss Movement Speed