Hey everyone!
This week marks the start of our new official devlog series!
As some of you know, I’ve wanted to start a proper devlog for a while now, especially as we enter this more refined stage of our Early Access journey. During the big rework phase, most of the updates were shared in our Discord dev-diary channel, the Community Gazette, and through patch notes, but not always in a consistent, diary-like format. Things were evolving quickly, and it wasn’t always easy to keep up with everything in one place.
Now that the major rework is mostly behind us and development is entering a steadier rhythm, it feels like the perfect time to introduce a proper dev-diary!
These devlogs are now being shared in three places:
A new Devlog subforum in the Steam Community Hub
A centralized devlog thread on Reddit
The usual Discord dev-diary channel
It’s a great way to keep everyone in the loop, and honestly, it also helps me stay organized and track our progress more effectively. Plus, having a consistent running log will make putting together future Community Gazettes and patch notes much easier.
So with that said, let’s dive into the latest changelog!
But first, a big thank you to everyone who’s been following along, testing, and sending in feedback. Your reports have directly shaped many parts of this update!
🛠️ Major Fixes & Improvements
🚍 Transportation & Garage Maintenance
Fixed UI scroll render glitch for “pending” and “in maintenance” vehicles.
Solved issue where scroll background icons displayed above UI elements in taxi, bus, and subway menus.
Garage vehicle buttons now also display the “No Driver” error box alongside maintenance warnings.
Vehicles now correctly resume operations after being maintained.
Mechanics now auto-start vehicle maintenance tasks properly.
Mechanic skill level now reduces maintenance time as expected.
Garage vehicles now consume fuel and correctly spend gas money.
Driver skill now affects maintenance interval durations.
Vehicles in maintenance now load correctly at game start.
Fixed vehicle maintenance slider issue in the UI.
Garage vehicles now contribute to transport capacity calculations.
Subway menu now shows total train fuel cost accurately.
Removed outdated ticket price display from the subway menu.
Taxi and bus capacity now correctly affects transportation stats.
Subway usage stats now appear correctly in the end-of-day menu.
Walkway usage now displays accurate hourly and daily data.

📊 Financial System & Graphs
Major overhaul of the financial graph and data recording system.
Graphs now update live and include current-day data.
Resolved issue where 0-value transactions (e.g., “0 casino payback”) cluttered the system and skewed totals.
Removed phantom zero values at the start of a new game session.
Fixed incorrect highlighting on graph filter buttons.
Icons and headers now match their corresponding transaction types.
Sub-graphs and main financial graphs are now independently selectable.
Fixed issue where null icons caused totals to display -100 million.
⚠️ This patch resets old financial logs for compatibility.

🏨 Hotel Booking & Customer Behavior
Customers now explore and use vending machines if other options are unavailable.
Customers now wait in line for an employee if no one is currently available to provide service.
Reduced negative impact of "visit cut short" moodlets by 50%.
Fixed issue where customers booked non-researched hotel rooms and immediately left.
Customers are now less likely to want services you don’t have, even if researched.
Casino Cage moodlets now correctly apply to customer mood.
Office moodlets now properly affect employee mood.
Fixed bug where customers would keep queueing at empty vending machines.
Guests no longer leave immediately if there's no available hotel room or casino cashier.
📈 Reports, UI & Stats
Taxi and bus guests now show up in the end-of-day report.
Visited employee count is now displayed accurately.
End-of-day menu now correctly includes walkway-only transportation capacity.
Transport capacity is now calculated across all schedules—not just morning.
Traffic data reset for accurate recalibration.
Fixed a UI bug where certain rating graph subs were shown incorrectly.
Rating graph redesign with cleaner display and live updates.
⚖️ Balance Adjustments
Customers now arrive in greater numbers during peak hours (17:00–23:00).
This will play a much bigger role in the gameplay moving forward, especially with the upcoming Nightlife Update’s Calendar System and the Seasons Update, which introduces seasonal mechanics. You’ll start to feel a more noticeable difference between evening and morning traffic, particularly as we begin balancing things further this week.
Increased daily service capacity contributions:
Hospitality: +25%
Cuisine: +50%
Leisure: +50%
Entertainment: +60%
Base walkway capacity per level increased.
Upgrade costs for walkways lowered (base cost & growth factor).
I’m hoping to focus more on balance and polish later this week, once a few more fixes are out of the way. ːsteamhappyː
🎨 Art & Visuals
8 new wallpapers from the upcoming Nightlife Update added early thanks to Nil’s extra time this week.
Thank you all again for playing, reporting, and sticking with the game! Can’t wait to share more soon. This little game truly becoming something unique
Cheers!
