Devlog

Scale with your studio

New Features

  • Variable time pace: as your studio moves into bigger offices, in-game time compresses - a garage crawls day by day, an HQ races through weeks - so the late game never drags. The top bar shows the current pace.
  • Persistent dev teams: form named teams, pick a team manager, and assign a whole team to a project at once.
  • Office-tier scaling across the board: contracts grow with your office and tiny jobs phase out, your own products scale up to AAA at an HQ, and maintenance & server management deepen at each tier.
  • QA testing is now gated by office tier, and a project manager speeds up their team.
  • Domain specializations let employees learn the current era's tech stack faster.
  • Era goals now reward mastering each era's technology instead of raw project counts.
  • In-game changelog: a "What's New" popup on launch and a full Patch Notes screen from the menu.
  • Project detail popup, reachable directly from rush-event mail.
  • Client company and contact names are now localized per language.
  • Motivation and health bars now explain themselves with hover tooltips.
  • Development view now organizes your work into Contracts, Maintenance and Products tabs, each with its own list and priority order.

Improvements

  • Progression rebalanced so your company's growth no longer outruns the decade timeline. Reputation is now a long game - each gain counts for less as your reputation climbs, so reaching the cap takes a real track record instead of a handful of perfect projects.
  • The top office tiers cost more and are now tied to their era - an open-plan office opens up in the 1990s and a headquarters in the 2000s - so your facilities grow with the decades instead of maxing out in the first in-game year.
  • Currency symbols now match the era and locale instead of always showing a literal $.
  • QA and project-manager roles are universal - they no longer show a programming language or need language training.

Bug Fixes

  • Accepting a project no longer silently fails when a day ticks over mid-click, and forced pauses (like coding events) can no longer be bypassed with the speed buttons.
  • Rush-job events now actually create the market offer they promise.
  • Fixed the team dropdown and buttons overlapping in the team panel.
  • Firing an employee now cleans up their team, and team IDs are always unique.
  • A project manager now correctly reads as assigned rather than idle.