shiccup.

Patch notes

Quota Drop updates

Every update to Quota Drop, newest first. Now on v0.24.0, updated Oct 19, 2026.

October 2026

v0.24.0

A new painted look

  • A new painted look is now the normal look: glowing glass bubble pegs, with a different shape for each kind of peg (springy, kicker, sticky, slider, heavy, ghost and the solid crystal block), a glass ball, a glass water-drop dripper where the ball appears, a glowing frame, a glass quota tube and frosted glass item slots.
  • Three new deep-sea backgrounds, one per depth: sunlit kelp shallows, a crystal cave and the deep, with glowing jellyfish.
  • The board, the rules and the numbers are unchanged, and the board is exactly the same size as before.
v0.23.3

A preview of the new look

  • A preview of the game's new painted look is up at shiccup.com/play/quota-drop/?art=b: glowing glass bubble pegs, a different shape for each kind of peg, a glass ball, a glass water-drop dripper where the ball appears, a glowing frame and three new deep-sea backgrounds (shallows, crystal cave, the deep). The board, the rules and the numbers are unchanged, and the normal page keeps today's look.
v0.23.2

A liquid test page

  • A test page for a new, floatier liquid look is up at shiccup.com/play/quota-drop/?lab=liquid: the liquid in each bubble rocks when the ball hits it, and with Flows on, every hit splashes into the ball, which pours its points into the quota tube at the end of the drop. The game itself is unchanged.
v0.23.1

Bigger shop rows, YouTube-only pause

  • Shop: tap anywhere on an offer's row (its picture, its name or its description) to open its card. The description used to be a small target on phones.
  • On YouTube, the game now relies only on YouTube's own pause and no longer checks whether the browser tab is hidden when it starts.
v0.23.0

Read the shop, see the reef

  • Shop: a new Details button shows every offer's description right on the trader screen, so you can read the whole shop at a glance. Prices sit on the Buy buttons, and the setting is remembered.
  • Anchor's explanation no longer fills the offer card: hover over Anchor on a computer, or tap it on a phone, and it shows for a moment.
  • Special pegs now wear a small mark that shows what they are, and tapping the Threat label under the board explains that round's rule.
  • A Glass Sponge peg now cracks and shatters into shards when it breaks, so you can see why it disappeared after one hit.
  • When an item bursts the same peg several times at once, each burst now plays in turn (16, 8, 4, 2, 1) instead of the peg vanishing in a single frame. The Needlefish darts to its target first.
  • Fixed: Krill Cloud and Piranha Swarm did nothing. Their krill and piranhas now swim out from the ball, hunt down pegs and burst them until the ball is done.
  • When YouTube pauses the game, everything now stops, including the picture, and your progress is saved. When it comes back, the game carries on exactly where it was.
v0.22.0

The deep sea, painted

  • The painted deep sea is now the background for everyone: light rays and a whale in the shallows, a crystal cave in the middle depths, and glowing jellyfish in the deepest water, with drifting specks and shimmering light over it.
  • The glass around the board shows the water behind it, frosted, so the scene runs across the whole screen.
v0.21.0

Everything on one screen

  • Everything now fits on one screen, with no scrolling, on phones (upright or sideways) and on big screens.
  • The trader is one tidy screen: your slots, four offers and the Recast button. The galley and the smuggler's wreck open as their own tabs.
  • Tap an offer to read it in full, buy it or anchor it. Tap one of your slots to sell or move it.
  • Run setup: captains, challenges and dives each open in their own panel.
v0.20.0

Shuffle the board

  • New: a Shuffle button. Once each round, before you launch, you can shuffle the pegs into new places, so you can set up a better shot.
  • The Lagoon Slice is now an Ultra rare bait: it gives you one extra shuffle every round for the rest of the run, and stacks.
  • The Vortex charm grows by 2 each time you shuffle in a round, so it now works in every run.
  • The Tube Worm gets 5% stronger for every shuffle you make in the run (10% once upgraded).
  • Shuffle Tide now gives one shuffle for the whole run, and keeps the Lagoon Slice out of the galley.
v0.19.0

Charms, captains and challenges play true

  • Charms play truer: the Dartfish now times the whole round, the Sponge Nest fires on the 20th peg burst of a drop, and the Sage Octopus nudges slot 3 once for every charm you hold.
  • Captains: the Wild Manta now shuffles charm triggers as well as item triggers, the Pipefish's double firing applies to items only, the Swordfish blocks the shells from each resupply instead of from recasts, and the Frilled Shark gets 3 extra shells at every resupply.
  • Captain Hydra's prestige now works: after a win you can restart at round 1 with a harder quota.
  • Bait: the Brain Coral gives you another copy of the charm you got most recently, and the Sea Snap appears only in Single Breath runs, in place of the Kelp Sheet.
  • Challenges: Low Tide cuts trader prices above 10 down to 10. Shallows Only keeps out Rare and Ultra items and charms, but lets common bait and upgrades in. Sealed Bottles turns offers into bottles (4 or 11 shells) with a surprise inside, sometimes a Copy bottle. Depth Charge's blast is bigger. Shuffle Tide turns off recasts for the whole run.
  • Dives: each dive's big moments now land on the rounds they should, and every change at the start of a round shows on the board.
  • Fixes: the Mystery Box now respects a challenge's banned items, and a sealed offer brought back keeps its seal.
v0.18.0

Items keep their promises

  • Items now work at full strength. Limits that held some of them back are gone, so a strong set of items can carry a run much further than before.
  • Chain bolts now jump from peg to peg one hop at a time, so you can watch where each one goes.
  • Dozens of items had their numbers and rules corrected. For example: the Stonefish bursts the lowest peg twice, the Kelp Drop's fronds fall straight onto a peg that is ready to burst, the Spiny Urchin and the Barracuda strike far more often, and the Brittle Star counts every peg burst this round.
  • Fourteen charms follow tighter, fairer rules about when they fire and what they count.
  • Bait: the Crab Stick and the Scallop Roll now give you a second copy of their charm instead of upgrading it, and the Sea Grape gives one shell for each air bubble you have left.
  • The Shallows Only challenge now blocks only Rare and Ultra rare items and bait, and lets you upgrade again.
  • Items that are switched off now stay off until the round ends, not just until the ball lands.
v0.17.2

A liquid tube to try

  • Preview: a liquid quota tube to try. The liquid rises with a gentle wave, dips where it is drawn in, settles to a soft curved surface in under two seconds, and each colour blends into the next. Add ?tube=fluid to the address to see it. The usual tube stays the default for now.
v0.17.1

A painted abyss to try

  • Preview: a painted deep-sea backdrop to try, with drifting glowing specks, shimmering light rays and softly pulsing jellyfish over it. The shallows show light rays and a whale, the middle depths a crystal cave, and the deepest water a cloud of glowing jellyfish. Add ?bg=abyss to the address to see it.
  • With ?bg=abyss or ?bg=ocean, the glass around the board now shows the water behind it, frosted, instead of a repeating pattern, so the scene runs across the whole screen. The usual look is unchanged.
v0.17.0

Rarer treasures

  • Items now come in three rarities: Common, Rare and Ultra rare. A Rare turns up in about 1 offer in 20 and an Ultra rare in about 1 in 500, so finding one is a real moment.
  • Every item has its own price, instead of one price per rarity.
  • The trader gives one free recast per visit, and paid recasts are gone. The galley gets one free recast too.
  • The smuggler's wreck sells only cursed items: one free pick, the rest at half price, and one recast per visit.
  • Mystery clams now really can hold charms (by mistake they never did), and a rare clam prize is sometimes Ultra rare.
  • Fixes: an anchored offer stays anchored when you leave and come back; a bait that shuffles your items no longer hands out ones you have not unlocked; the Sea Moth, which could never appear, now shows up; cursed items from the wreck clam are properly cursed.
v0.16.0

The ball never gives up

  • The ball no longer vanishes after 10 seconds. As long as it keeps hitting numbered pegs it keeps going, so huge runs play out in full.
  • A ball that hits no numbered peg for 6 seconds, or gets stuck wiggling in one spot, runs out of breath and pops with a label, so a round never hangs. A ball still bouncing after 3 minutes ends with "Endless bounce!".
  • Long drops speed up on their own, first to 2x and then to 4x, so you are never stuck waiting. A small chip by the board shows the speed, and it drops back to normal when the drop ends.
  • Text is easier to read. Faint grey text is brighter everywhere, and on big screens like a TV the text is larger, uses a clearer font, and the shop shows its four offers side by side. Phones keep their layout exactly as it was.
v0.15.2

A living ocean to try

  • Preview: a living deep-sea backdrop that drifts slowly behind the glass panels, with fish, jellyfish, swaying weed and light from above. Each of the five zones has its own water, from sunlit shallows down to the trench, and it fades to the next zone over about two seconds.
  • Try it by adding ?bg=ocean to the address. The usual background stays the default for now. With reduced motion turned on, each zone shows one still picture.
v0.15.1

The board stays put

  • Between rounds the board stays where it is. Only pegs that change move: a peg that becomes something new shrinks away and grows back in its new form. Nothing falls from the top any more, except on the first board of a run.
  • Run setup has a Start button next to its title, so you no longer scroll to the bottom to begin.
v0.15.0

The tube fills and empties

  • The quota tube fills like a syringe. Liquid is drawn up from the bottom in a thin stream with a few bubbles, and the surface rises smoothly.
  • When you beat the quota several times over, the tube empties one colour at a time at the end of the round. Each layer pays out its shells as it drains.
v0.14.2

Calmer hits

  • Hitting a peg no longer shakes the screen. That shake was what made everything flicker on every hit.
  • In Liquid Glass, the quota tube no longer blinks out for a moment each time it rises. It now fills smoothly.
  • The end-of-round slam and the resupply stamps keep a small, smooth thump instead of a jitter.
  • A hit peg glows brighter in its own colour instead of flashing white and red, and its liquid pours out smoothly with a few drops.
  • Score numbers rise a little slower and stay on screen longer, so they are easier to read.
v0.14.1

Glass comes back properly

  • Switching from Classic back to Liquid Glass now restores the glass board too. Before, the pegs and board stayed in the Classic style until you reloaded.
v0.14.0

Everything moves smoothly

  • Every round's board now drops into place the way the first round does. When the layout changes, the old pegs sink away and rock bumpers rise in.
  • Pegs are glass jars of liquid. The bigger the number, the fuller the jar, compared with the biggest peg on the board. Each hit pours out half, and the last hit drains it before the glass pops.
  • Colour changes blend smoothly, and the liquid sloshes away from where the ball hit.
  • The quota tube stacks colours: each time you fill it, a new colour rises over the full one. At two and a half times the quota you see a full green tube with gold halfway up.
  • Screens drop in and lift out instead of cutting. At the Wreck Trader, purchases fly to their slot, sales empty out, and fresh offers slide in.
  • Whenever something changes the board, you can see what did it: the creature or threat lights up and a trail runs to what it changed, with labels like x2 or +20% quota.
  • Bumper blocks now look like solid rock instead of empty boxes.
v0.13.1

A brighter quota tube

  • The tube beside the board now fills with bright, glowing colour as your score climbs. Before, on some screens, it was drawn so dark it looked empty.
  • The tube changes colour as your combo builds: blue, then green, gold, pink and finally rainbow.
  • If the glass effect can't draw the tube, a plain bar shows instead, so the tube is never blank.
v0.13.0

Twelve new sea creatures

  • Twelve new creatures join the Wreck Trader, each playing a different way. Riptide Ray rewards wall bounces, Diving Weight and Slow Current reward long drops, Lanternfish lights up a whole column, Shelf Coral pays for clearing a row, and Twin Seahorses wants matching neighbours.
  • Also new: Bubble Rise, Pearl Bed, Hermit Crab, Counting Crab, Bubble Snail, and the cursed Abyssal Lure from the Smuggler's wreck, which boosts every drop but raises every quota.
  • Old Anchor is now Stonefish, so it no longer shares a name with the Anchor button.
  • Every item was measured against the rest. The few that could carry a whole run on their own (Spiny Urchin, Barnacle, Gull, Barracuda, Sea Lion and Temple Ruin) are toned down to match.
  • Threats raise the quota a little less than before.
  • Pegs always show whole numbers: halving never leaves a fraction.
  • Fixed a crash at the Wreck Trader when some items set each other off.
v0.12.3

Coloured liquid-glass pegs

  • On the Glass look, every peg is a bubble of coloured liquid, and each number has its own colour: aqua, teal, amber, blue, lilac, violet and on up the ladder.
  • The liquid sloshes when your ball hits a peg, and the colour changes the moment a peg's number changes.
  • Burst pegs go dark, so the live ones stand out.
v0.12.2

Every item does what its card says

  • Several items went off far more often than their cards said. Sand Dollar, Dartfish and Brittle Star now work once per round, as written, and Coral Link only weakens when it actually works.
  • Items that set each other off can no longer run away forever. Old Anchor, Conch Horn, Spiny Urchin, Barracuda, Gull, Barnacle and Krill Cloud each have a limit, shown on their cards.
  • Temple Ruin and Sunken Galleon now give a fixed bonus that grows with each zone, instead of shaving a slice off every quota.
  • Extra balls made by items no longer set off effects meant for your own ball.
  • Recasting at a Wreck Trader costs 1 shell more each time in the same visit, and the price resets at the next wreck.
  • Every card now says exactly what its item does.
v0.12.1

Tap anything to see what it does

  • Tap any item or charm, in a round or at the Wreck Trader, to see a card with what it does.
  • At the Wreck Trader, the card holds the item's Sell button, so you can read it before you sell. A single tap never sells.
  • With a card open in a round, tapping the board just closes it, so you never drop a ball by accident. Pause and the other buttons still work straight away.
  • The quota readout sits in a rounded glass pill to match the rest of the screen.
  • Sideways on a phone, all three charm choices now fit without scrolling.
v0.12.0

Five ocean zones and a steady quota

  • Each round's quota is set when the round starts and stays put for the whole round. Every time your score passes it again, your board gets a resupply of bigger pegs, and a bigger board means a bigger quota next round.
  • A run now crosses five ocean zones, from the Sunlit Shallows down to the Trench, and each one ends in a threat. After that comes a final threat you choose, then you can keep diving for as long as you last.
  • The Glass look is now the default: menus sit on solid dark glass, and the game behind them dims and softly blurs. Slower phones switch to the Classic look automatically.
  • Everything has a deep-sea name now: you collect shells, watch your air, trade at sunken wrecks, and every upgrade is a sea creature.
  • The results screen shows the round's quota and, when you win, how many times you passed it.
v0.11.0

Every pass raises the bar

  • Each time you beat the quota in a round, the board refills and the next target is set from the bigger board. The bar keeps climbing as your board grows.
  • The next target never drops back within the same round, so every pass asks for at least as much as the one before.
  • The quota card shows it: the stamp shows the target you beat, then the next target takes its place.
  • The result screen's Quota line shows the total bar you cleared when you win, and the total you needed when you miss.
  • Boss and special-rule raises still apply to every new target.
v0.10.0

Arrange your items

  • Drag an item onto another slot to swap them. Or tap an item once, then tap the slot you want it in.
  • Order matters. Some items boost the items next to them, so you can now line them up the way you want.
  • You can't move items while a ball is in the air. The move works again once the ball has left the board.
  • Dropping an item on a locked slot does nothing, and the item goes back where it was.
v0.9.0

Every hit pops

  • Pegs flash white, squash and send out a ripple ring every time the ball hits them.
  • Numbers now burst up out of the board in little fountains and hang before fading. Bigger numbers are bigger text, and anything over 1,000 pops in gold with sparkles.
  • Merging pegs pull together and burst into a starburst.
  • After a stamp, new pegs rain onto the board one by one, each with a soft tick.
  • In the Glass look, the board is now a clear acrylic slab over dark water light, with see-through gem pegs, a crystal ball with a glint, and numbers that glow inside the glass. Sharper on high-resolution phones. Still being polished.
v0.8.0

Hits that sing, stamps that slam

  • Every peg the ball hits in a drop plays the next note up a gentle scale, so a long chain climbs into a little run. Past four hits a soft shimmer joins in.
  • As you close in on the quota, the quota card starts to tremble and glow. The moment your score passes it, the card flashes and chimes.
  • When the round's first stamp lands, the game freezes for a split second, the screen shakes, ink splats and confetti bursts out (glass shards in the Glass look), with a fanfare when you clear the quota.
  • Merging pegs now make a soft pop.
  • In Glass, the item slots are bevelled glass trays instead of dashed outlines, and locked slots sit darker.
  • Reduced-motion settings keep the flashes and glow but drop the shaking and confetti.
v0.7.0

Open lanes down the sides

  • The board is wider, with open space between the outer pegs and the walls. Aim hard left or right to drop the ball down a side lane and skip pegs on purpose.
  • Quotas are a quarter lower to match, so a typical run reaches about the same round as before.
  • In the Glass look, the pegs on the board are now glass marbles, and the ball is clear glass. Classic is unchanged.
  • In Glass, locked item slots now look darker than open ones, so it's clear where items go.
  • Next up: bigger hit flashes, number fountains, a climbing note run as you chain hits, and a proper stamp slam when you clear the quota.
v0.6.0

Try the new glass look

  • A new Glass look is here to try: open the pause menu and pick Look: Glass. Classic stays the default for now.
  • In Glass, the panels, buttons, score chips and item slots are frosted glass over softly drifting colour, and the quota card fills up with liquid as you score.
  • Item icons are now little glass tiles in both looks.
  • The glass marbles for the board are still being finished and will arrive in the next update.
v0.5.0

Every character has its own board shape

  • Each of the 12 characters now plays on its own board shape: a diamond, a funnel, an hourglass, a ring, two towers, a staircase and more. Pegs only ever appear in the shape’s slots, so every character opens different lanes to aim through.
  • The character picker shows a small preview of each shape.
  • The starting character keeps the full board, so standard runs play like before.
  • Fixed a character rule that could stall a run in round 1. Your launch each round is now normal, and a relaunch after a missed quota costs 2 lives instead of 1.
v0.4.0

See every number your items change

  • Every time an item does something, you see it: its slot flashes, and the numbers it changes pop up on the board.
  • Score pop-ups are colour-coded: a peg hit floats in that peg colour, item bonuses in gold, multipliers in big magenta, doubles in bright gold, halves in coral, coins in green, and extra drops and lives in sky blue.
  • Doubling, halving, copying and setting a peg show on the peg itself, and beams, shots and explosions now draw on screen.
  • Big numbers shorten to read at a glance, like 12.4K, and hits on the same spot add up into one pop-up instead of piling on top of each other.
  • The ball is now drawn at its true size, which leaves more visible room between the pegs.
v0.3.2

More room between the pegs

  • The pegs and the ball are a little smaller, so there is much more room for the ball to slip between pegs.
  • Pincer Charm works again: every 3 seconds it scores half of a random peg number for each item you hold. Before, it never fired.
v0.3.1

Early rounds that ask for a real drop

  • The first rounds were too easy: one drop could pass the quota seven times over and flood you with stamps, coins and lives.
  • The quota now starts at half and reaches full strength by round 6, so a good early drop earns one or two refills, not seven.
  • Missing the quota in rounds 1 to 5 gives you up to two free relaunches before it costs a life.
v0.3.0

Refills wait for the ball, and items that play with numbers

  • The board no longer refills while the ball is still bouncing. When the ball drops out the bottom, the game counts how many times you passed the quota and plays each refill one stamp at a time.
  • Each stamp refills the empty slots and merges matching neighbours, so you can watch the board grow step by step. A long chain of stamps speeds up as it goes.
  • The first rounds are gentler: the quota starts at a quarter and ramps up to full by round 10, and refills are never smaller than 2.
  • In rounds 1 to 3, a drop that misses the quota gets a free relaunch, up to two, before it costs a life.
  • 22 items and upgrades were reworked for the new board, so more of them double, halve, copy and merge numbers the way they are meant to.
v0.2.1

The quota sheet and the rubber stamp

  • The quota is now a paper form beside the board. It fills with ink as you score.
  • Every time you pass the quota, a rubber stamp slams down: APPROVED, then DOUBLE, OVERTIME and PROMOTED! as you keep going.
  • Stamped sheets stack up in the out-tray, one per refill, and a fresh form drops in.
  • Keep scoring past the quota and the sheet shows how many times over you are.
v0.2.0

A new board: big numbers that refill and merge

  • The board is now a 5 by 5 grid of big numbered pegs, coloured by value, with empty slots you can see.
  • Each round is one drop. Every time your score passes the quota again, the board refills on the spot: new pegs fall into the empty slots and matching neighbours merge into double.
  • Each refill pays a coin and a life. The board keeps its numbers from round to round.
  • The quota now comes from the numbers on the board, so it starts small and grows with what you build.
  • Hits flash and shrink the number, merges slide together and pop, and a banner calls out each refill.
  • The aim line only shows the way to the first peg. Where the ball goes after that is up to the bounce.
  • A drop that falls short spends a life for another launch, and your score so far stands.
  • Won rounds roll straight into the next one.
v0.1.0

Quota Drop launches

  • Drag to aim, release to drop: every peg the ball touches adds to your score. Beat the quota before your drops run out.
  • Long runs across several zones, each one ending in a boss fight, with a final showdown you pick yourself.
  • More than a hundred items and upgrades, plus 16 kinds of peg, built to boost, copy and double each other.
  • Between rounds: a shop, a mystery prize, a hidden dealer and surprise events.
  • Characters that change the rules and special challenge runs, unlocked with badges you earn by winning.
  • Plays one-handed on phones, upright or sideways.