We had this short list of urgent fixes. We went straight to them. But, before that, there's something you should know.
Farming now starts at player level 5

When we implemented the greenhouse, most of our players were already flying high, so we didn't set any locks for the greenhouse. But a minimum level was needed to avoid breaking the progress experience, and the sweet spot was at level 5.
So, we implemented that, and farming items will not be available on the shop until you reach that level.
That said, we forgot to remove the button to access the farm from the menu. We'll fix it in the next release in a few days.
Something else was added: no more than 10 tables can be acquired per user for farming. The cap is needed because having more will make the greenhouse really heavy and cause huge waiting times. And, well, throwing 30 farming jobs per user multiplied by, let's say, 100 users, would take our prime gameserver down to its knees.
That said, let's move on to the other changes.
The shop is now tailored to the viewer

Both the in-game shop and the website shop now is tailored for the user. This gives three new behaviors:
- Items restricted by player level (like the farming ones) are grayed and can't be purchased until level 5 is reached.
The same applies to storybook access tickets that are locked by player level. - Single purchase items like storybook access tickets now dissapear after they've been purchased to unclutter the shop a bit.
- Purchase capped items like the farming tables dissappear once the cap is reached.
Training bots are a bit less dumb

Training mode battles are still the same: the bot's cards are placed beforehand and players fill the blanks.
Before this change, slot locations were purely random, and that caused some clustering that made some battles kinda annoying.
So we made an algorithm that, depending on the bot difficulty, places the cards in a more defensive way, leaving space for the human player to take advantage.
The "hard" mode was the one that got better survival chance to the bot. After several tests, we lost against it for the first time!
So yeah, the bots are still dumb (no intelligence of any kind), but they don't suck now.
Other changes
- Updated the TOS and privacy policy both on the website, and added a summary in the game.
- Removed snippet that caused premature screen unblocking in the battle functions.
- Added missing stop function in the storybook dialog player.
- Fixed broken images in shop item descriptions.
- Added missing checks for unrestricted platform-only match limitations.
More to come
We're waiting for the Steam review team to take a look at our game. We hope to have a good start
...but we can't anticipate.
We'll keep biting our fingernails.
In the mean time, we're conducting a heavy review of the codebase and trying to optimize everything before we jump to other platforms.
Stick with us.
Enjoy the ride!
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Sticked by
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• Source: PoliMiner Launch Celebration Tournament
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