I could've done it earlier, but I'm a little bit low on motivation lately. Hope I can keep going with ~monthly updates as usual. Changelog: - Maxing out AOE blast skill damage multiplier won't make it deal 0 damage anymore. Thanks to @bz-mof, @Xen, @Lamey the Clown and @Blue64 for letting me know about the issue - Changed UI behaviour of prestige upgrades, now they don't hide upgrade value on max out and only hide next level souls requirements (since you can't upgrade it any further) - Fixed next level upgrade cost in portal confirmation dialog. It crashed the game in dev mode and could've bring some problems into production build too. Thanks everyone. I hope I can write a post in discussions about further plans on the game. As you might've noticed, the game is a little experiment - incremental game under the sauce of survival/farming game. And this "sauce" shot me in the knee, since it brought the expectations for survival/farming scope game, that I didn't planned to do. There won't be enemies, farming, cooking and so on. I want to keep making it as a basic incremental game with a relaxing wibe, nothing too overwhelming. I know it won't be enough for some players, but I hope there will be still people who can enjoy it.