1.9c Update (Unity fix)
1.9c Changes Updated to fix Unity exploit
1.9c Changes
- Updated to fix Unity exploit

1.9c Changes Updated to fix Unity exploit
1.9b Changes Added 5 new customers
Lately I've been considering how to add controller support to Foxcrate. Menu navigation would be an easy task, and the delivery screen can simply have a different button assigned to each of the available choices. The difficulty is figuring out what to do about: The truck screen T
Lately I've been considering how to add controller support to Foxcrate. Menu navigation would be an easy task, and the delivery screen can simply have a different button assigned to each of the available choices. The difficulty is figuring out what to do about:
I believe it should be reasonably possible on the truck screen to select what position you're interacting with using a controller. It is a 9x9x9 grid, and you can normally only interact with the top of any vertical stack, so it could just be reduced down to a 9x9 grid, automatically selecting whatever's on top of that stack.
The map screen is where I could use some opinions. There really isn't a smooth way to select a point, and certainly not as fast as using a mouse. This could cause the player to burn extra time that they wouldn't have lost otherwise, which in turn affects the game balance.
Right now, I feel like the best option is to simply move a marker around, which starts at the truck's current position and automatically highlights nearby delivery locations (or the nearest, if there are a few of them). The tricky part is how fast to move the marker and how sensitive to make the highlight range, and it is still time-consuming to select a point on the opposite side of the map.
That said, I'm open to suggestions on this. How would you implement a map select in a game like this where every second counts?
Changes: Fragile packages now only 'damage' when set down, and it clearly tells you how many times doing this will cause it to break (3 times normally, 2 times if delicate) Bug Fixes: Fixed a bug that was causing the currently cleared difficulty level of a character to be added t

As of version 1.9, the game is now both easier and harder! On normal playthroughs, prior versions added 0:40 to the timer each day (and when selecting "More Packages" or "Incoming Pickups"), but this has now been raised to 0:45. While this doesn't seem like a major change, by the
As of version 1.9, the game is now both easier and harder!
On normal playthroughs, prior versions added 0:40 to the timer each day (and when selecting "More Packages" or "Incoming Pickups"), but this has now been raised to 0:45. While this doesn't seem like a major change, by the final day it means an extra 0:30 total, which should make the game easier to complete.
On the flipside, once you have beaten the game with a character, you now unlock extra difficulty runs with that character:

The run basically starts with one or more of the options on the right already applied. It also keeps track of the highest difficulty you've beaten with each character (i.e., the number of options checked). Try different mixes and see how you do!
Changes: Day advancement, More Packages, and Incoming Pickups all now add 0:45 seconds to the timer (up from 0:40 seconds) New difficulty modes added (unlocked by winning with a character), and new achievements for beating each difficulty level New achievements for packages deliv
Bug Fixes: Fixed a bug where hitting the back button just as the day was ending after placing an incoming crate on the truck caused you to get stuck until time runs out.
Bug Fixes: Fixed the truck being unable to visit the gas station Fixed the Topped Off achievement being awarded improperly
Changes: Added 2 new customers (the contest winners!) Bug Fixes: Fixed being able to ring the doorbell and 'deliver' a pickup crate immediately after picking it up
Now that all(?) the bugs have finally been shaken out of 1.7, we're looking ahead to the development of the game's Story Mode. The plan is to have plenty of dialogue between the characters, and daily manifests that you can select from for the delivery segments. We have not yet de
Now that all(?) the bugs have finally been shaken out of 1.7, we're looking ahead to the development of the game's Story Mode. The plan is to have plenty of dialogue between the characters, and daily manifests that you can select from for the delivery segments. We have not yet determined if there will be walk-around areas, but it is being considered. More details as development continues.
In the meantime, if you haven't yet reviewed the game, please consider doing so! Every review helps us out greatly and assists us in shaping the game for the better. We appreciate each and every review and feeback given. Thank you!
Bug Fixes: Fixed being able to select incoming packages from the start-of-day screen by clicking on houses directly, and putting them on the truck before the day even begins Fixed being able to select packages by clicking on houses during the delivery phase (the only time clickin
Changes: Changed Refuel to add more stops before running out of fuel Slightly increased size of gas station icon Bug Fixes: Fixed buttons not being clickable until a scene fully fades in (unintended side effect of 1.7a fix) Fixed fuel gague showing on delivery screen when it shou
Bug Fixes: Fixed clicking multiple times on character selection causing ghost houses to spawn on the map and remain until the game is restarted.
Changes: Added Vivi, a new character! Added Incoming Pickups as a daily extra Added 4 new achievements Bug Fixes: Fixed being unable to go back and pick up a package left on a porch after entering and exiting truck screen

As a special event, the first three players to post a video of a successful winning run will have their likeness (in animal form) appear in a future update as a customer! (Some restrictions on the design, naturally.) Reply with a link to the video to claim. Good luck!
As a special event, the first three players to post a video of a successful winning run will have their likeness (in animal form) appear in a future update as a customer! (Some restrictions on the design, naturally.)
Reply with a link to the video to claim. Good luck!

Bug Fixes: Fixed "Actual Memorization" achievement not being awarded Fixed description of "Refuel" not being updated to reflect changes Fixed Flynn not moving if he's selected without cycling to a different player choice first
Changes: Added Zach, a new playable character! Added 3 new achievements Changed the way Refuel works. Now you have a gas level, and you need to visit the gas station periodically to refill it. If you run out of gas (even if it's your last stop), you lose. Bug Fixes: Fixed fullscr
As always, feedback and suggestions are appreciated; reviews are especially appreciated!
Although it was a little rocky at first (I discovered two major bugs just after updating), Foxcrate now has its 1.5 update, which finally includes new extras to take for each day: Heavy Lifting -- For some packages, you walk at half speed while carrying them Chatty -- Customers h
Although it was a little rocky at first (I discovered two major bugs just after updating), Foxcrate now has its 1.5 update, which finally includes new extras to take for each day:
In addition, there are 8 more achievements, relating to the above daily extras.
Looking ahead, I am still considering a story mode, although this will take a lot of work (and a lot of art). For now, I've still got more daily extras planned, as well as two more playable characters.
But as always, I'm looking for more feedback on what to improve. I've already made some changes based on feedback I received, so if you have any suggestions, please feel free to reply here, or post them in the community board. Thanks!
Changes: Added 5 new daily extras (Heavy Lifting, Chatty, Confirm Drop, Memorized, and Refuel) Added 8 new achievements Bug Fixes Fixed Noelle not being playable Fixed being able to carry a second package out from the truck when one is already on the porch Fixed door close sound
A few bugs popped up in 1.5, so the version is temporarily being rolled back to 1.4 while they are hotfixed.
A few bugs popped up in 1.5, so the version is temporarily being rolled back to 1.4 while they are hotfixed.