What's changed:
Your first days
The tutorial is shorter and more focused. It guides your first day, and each later lesson appears when you reach that part of the game.
Walkthroughs now notice when you've done what they asked, however you did it. They say "Done. Moving on…" before advancing, and can't be skipped past by waiting.
Exiting walkthroughs tells you they can be restarted from Walkthroughs in the pause menu.
Big tours (like "Running the practice") ask before starting and tell you how long they are.
The tutorial's tips now point you at your tutorial client, not someone else's case.
Your day
Planned work now counts once. Before, every planned task did its work twice, so the game will feel slower, at the pace it was designed for.
The Desk always has something useful to suggest: trial prep, legal research when a police report has a flaw you could challenge, reading the discovery, booking witness interviews, or arranging an interpreter.
The Desk no longer sends you back to investigations that have nothing left to find.
The day report opens with what to do next. Missed hearings appear in a red Missed in court section at the top, and routine office chatter is gone.
Begin Day no longer looks stuck, and can't accidentally start two days.
Court and hearings
Hearings happen on the dates the court set. You can't hold an arraignment early, and one you miss goes ahead without you, with consequences.
Scheduling conflicts only appear when two hearings truly overlap. If you choose one, you can ask the other courtroom to hold yours for later, and you're told whether it will.
Some courts take the plea at the first appearance, and the game now explains when that happens.
The 48-hour first-appearance clock only applies to clients held in jail.
Arraignment deadlines and courtroom names now show correctly.
Juries take a realistic amount of time, and you wait for the verdict.
Clients and witnesses
Some new clients need a court interpreter. Forget to arrange one, and their hearing gets postponed and your meetings with them go badly.
Witness interviews really happen now. They're booked, held on the day, and witnesses may talk or refuse.
A crime victim can bring an advocate to your interview, and a no-contact order means contact goes through your office, never your client.
Plea deals
Offers depend on how strong your position is and on which prosecutor you're facing.
You can counter an offer: ask to drop a charge or for less jail time.
Some deals aren't guilty pleas at all. A deferred-dismissal or diversion agreement now runs for a year, and the case is dismissed if your client keeps the conditions. If they don't, the case comes back.
Rejected offers stay on the table until they expire, and offers vanish if talks fall apart.
More realistic law
Sentences follow Washington's real sentencing rules, and every charge in the game carries its proper severity.
Bail, speedy-trial deadlines, jury challenges, evidence disclosure and bar discipline follow how Washington actually handles them.
Public defender pay and caseload limits match real Washington figures.
A new Rules of Law library explains the real rules the game uses, and legal decisions in the game have a "Why?" link to them.
The game contains no sexual offences.
Your career
You can graduate, pass realistic bar exams, and be sworn in.
You get better at the kinds of work you do most.
Prosecutors now start as fully admitted deputies.
Ethical temptations can be answered, and taking a shortcut has consequences.
Screens and saves
A case file opens on what to do next: the hearing, deadlines and charges. Background details are folded under More about this case.
Quick saves can be loaded, tell you where they went, and show the in-game date.
After a crash, you're offered your save back.
Paychecks and finances add up the way real ones do.
New art
A second judge portrait, plus new portraits for Sarah Chen and DPA Jones.
