
Hello!
Since the last update, I’ve mostly been focusing on fixes and improvements, and I think we’ve finally reached the point where there are no more game-breaking crashes, which is a huge relief. There are still a bunch of small to mid-sized bugs hiding here and there, but hopefully, this update will clean up a good portion of them. After this patch I’ll also start shifting focus toward all the missing polish-style AI behaviors and item interactions to help make the game feel much smoother overall.
This will include things like spending time in different areas, new sitting and idle animations, waiting in line animations, usage of helper items such as using hair dryers at the hairdresser, waiting for public transport, and interacting with the new vending machines, including those for condoms, period products, and pipe & lighter.
To really get things in order, I’ve also been revisiting the entire system and collecting a lot of data for balancing. Nil has been a huge help during this process, she created isolated save files for each major system, which has made testing way more manageable and honestly saved me from getting overwhelmed.
I’ve also worked on some QOL and balance-related features and improvements. Here are some highlights from this update:

Merged Utility Connector Removal
Since we introduced switchboards, it’s become clear that redesigning utility layouts (cables, tubes, etc.) can be a huge pain. So I’ve now merged the removal tools for regular and bridge connectors. That means you can now use the same tool to mass-remove all connectors in a selected area. Much smoother!

New Item: CCTV Server
Late-game saves were starting to look like monitoring table factories, way too many of them. This new item should help a lot: the CCTV Server takes up much less space, has higher capacity, and will eventually be paired with changes that make regular monitoring tables require staffed security guards. These servers, however, will work independently.

Storage Shelf Stacking
Another issue I noticed was storage shelf sprawl. As we add more inventory items (and I have no plans to stop doing that 😄), space becomes a problem. So I’ve added two new research options that let you upgrade your placed storage item capacity to 2x and 3x. Space saved!
🛠️Bug Fixes
-
Fixed a bug causing incoming people to become stuck in broken vehicles waiting for maintenance.
-
Resolved a rare crash where AI script tried to access floor data before floors were initialized.
-
Fixed an issue where humans synced colliders while hover data was null.
-
Hotel payments are now made after usage, instead of during the booking.
-
Fixed a bug where escalator info boxes would return null during loading.
-
Customers now correctly leave after using the mini bar in hotel rooms.
-
Garage runner no longer keeps vehicle data between sessions after a reload.
-
Fixed a bug where current settings would become null if the save file used for loading was deleted.
-
Bus stops now properly sync after a bus completes maintenance.
-
Resolved visual glitch with escalator electricity error graphics.
-
Bridge connector removal now also removes the connected bridge (merged logic).
-
Fixed electricity line surplus calculation errors after loading a game with placed switchboards.
-
Fixed “Buy Taxi” button showing incorrect tooltip for bus purchases.
-
Waste collector icons no longer appear incorrectly as police icons.
-
Annoying employee stranded notifications have been improved.
-
Toilet papers now get consumed properly as intended. (Might need some balance though)
-
Fixed an issue where customers from older save files would remain idle.
-
Elevator electricity errors now correctly trigger info boxes.
-
Resolved bug causing customers to get stuck in the “use restaurant” state.
-
Fixed switchboards not connecting items properly after rooms are merged.
-
Fixed bug causing garage vehicle sale list to grow infinitely.
-
Reduced loading time for item data.
-
Achievements menu no longer updates while closed.
-
Fixed issue where previously earned achievements would reappear after loading.
-
Walkways menu now shows the correct stamp and dont start a survay again after authorizing construction.
-
Fixed an issue where people were waiting for garage vehicles even if they were broken or in maintenance.
-
Resolved the bug causing the taxi rank to display “no taxi” error even when a taxi was present in the garage.
-
Walkways menu button now properly displays “Not enough money” error.
-
Removed unnecessary, repetitive pathfinding calculations during game loading.
-
Fixed missing moodlets for: Executive Office, Yoga Studio, Smoothie Bar, Asian Fusion Restaurant, Cyber Cafe, Steakhouse, and several other rooms.
-
Customers from older save files no longer encounter null bus stop issues.
-
Room data now resets correctly when reloading a save from the escape menu.
-
Fixed issue where negotiation willingness slider text didn’t reflect the slider value.
-
Fixed an issue where CCTV modules scaled excessively on hover while in demolish mode.
-
Fixed an issue where some buttons wouldn’t play their animations while the game is paused.
-
Fixed an issue where the original room turning into a hall after placing a cloned room.
-
Resolved an issue where police officers incorrectly displayed stranded waste collector info in their popup info bar.
⚖️Some balance tweaks and improvements:
-
Hotel base prices have been increased.
-
Public transport waiting logic improved: customers will now only wait if a scheduled vehicle is arriving within 2 hours (was 3).
-
Manager Mode starting money increased to $500K and No Sweat Mode starting money increased to $5M.
-
Storage shelf capacity can now be increased through the new Stackin’ researchs.
-
Burglar Alarm security increased from 8 → 15.
-
Safety Box security increased from 7 → 15.
-
Balance adjustments made to employee offer acceptance calculations.
-
Added modifier info boxes to the employee hiring window.
-
Employee hiring willingness is now correctly calculated between 0–100 instead of 0–10.
I really feel like things have already started moving faster thanks to all the work we’ve done, yay! 😊
After some more fixes and improvements, we’ll start wrapping everything up with the more fun and visible stuff like the new townsfolk UI and quest system, the rest of the audio effects and mixing, more balancing passes, the updated tutorial, and finally the new achievements. I believe we’ll be able to release this before the end of the month, but we’ll see how things go.
Huge thanks to everyone for the reports, suggestions, and all the support.
See you in the next one!
Cheers!

