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Extend lifetime-cuques achievement ladder past 1M (Cuque Mogul ceiling) #16

Description

@flipbit03

Source

DM with @Lucas-chagas, 2026-04-29:

faltam 2 achiev só pra mim / o de 1kk / e esses dos 10 [...] mas porra muito foda / vou divulgar aqui

He's at end-of-content on the achievement track at ~1M lifetime cuques but is still actively playing — the achievement panel goes silent past Cuque Mogul. We need more milestones so the ladder keeps acknowledging late-game progress.

What

Extend the lifetime_cuques-based achievement ladder past the current 1M cap (Cuque Mogul) with several more rungs. Also add per-tier fingerer_count milestones for the higher tiers that currently have NO achievement attached at all.

Current state

```
lifetime_cuques >= 1 -> First Finger (fires on click 1)
lifetime_cuques >= 100 -> Warming Up
lifetime_cuques >= 10_000 -> Seasoned Fingerer
lifetime_cuques >= 1_000_000 -> Cuque Mogul <-- ladder ends here
```

Fingerer-count milestones exist only for slot 2 (Whole Hand x10), slot 3 (Latex Glove x10), and slot 5 (Robotic Finger x1). Slots 4, 6, 7, 8, 9, 10 (Greek Kiss, Tentacle, Finger Vortex, Dimensional Hole, Cosmic Finger, Hand of God) have nothing.

Proposed ladder

Lifetime cuques

Threshold Name (EN / PT_BR)
100M "Cuque Tycoon" / "Magnata Avançado"
1B "Cuque Magnate" / "Magnata Lendário"
100B "Cuque Hegemon" / "Hegemonia Cuquística"
1T "Cuque Demiurge" / "Demiurgo Cuque"

Each row roughly 100× the previous, matching the cost-scale of higher fingerers so milestones land at "you just unlocked the next tier and have settled in" pacing.

Per-tier fingerer counts

Add x1 ("first one bought") and x10 ("dedicated to this tier") for each of slots 4-10 that don't already have any:

  • Greek Kiss: x1, x10
  • Tentacle: x1, x10
  • Finger Vortex: x1, x10
  • Dimensional Hole: x1, x10
  • Cosmic Finger: x1, x10
  • Hand of God: x1 (x10 may be unreachable without serious prestige; treat as a long-tail flex)

This gives a clear "I've touched every tier" progression that reads in the achievements panel.

Implementation sketch

src/game/achievement.rs is already structured for this — each entry is {id, unlocked: |s| ...}. Achievements is keyed by stable string id, so insertion / removal / reordering is free.

src/i18n.rs: append to achievement_names and achievement_descs arrays in both EN and PT_BR. The arrays are positionally indexed against ACHIEVEMENTS, so the new entries must go at the END of both arrays (not in the middle) to preserve display order — but if we want to display NEW entries grouped alongside their thematic neighbors, that's a UI-side concern only and we can sort by category in ui::achievements::draw later.

Open questions

  1. Should milestones go beyond 1T? Probably not in this issue; defer until a player actually demonstrates they've blown past 1T. Easy to extend later.
  2. Hand of God x10 — reachable, or is x1 the only honest milestone? Cost is ~5.1B base × 1.15^9 ≈ 18B for the 10th unit. Not unreachable with prestige stacking.
  3. Should we also gate any of these behind "AND prestige >= N" so they read as endgame? Current proposal: no — keep them on lifetime cuques alone, simpler model.

Acceptance criteria

  • 4 new lifetime-cuques achievements (100M / 1B / 100B / 1T).
  • 11 new per-tier fingerer-count achievements (x1 + x10 for slots 4-9, x1 only for slot 10).
  • EN + PT_BR names + descriptions.
  • Achievements panel renders them all. Layout sanity check at 140×42 (panel scrollability is a separate concern, out of scope here).
  • No save-schema changes; old saves transparently load.
  • cargo fmt, cargo clippy -- -D warnings, cargo test all pass.

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