NEW FEATURE — MMORPG Builder
A dedicated full-screen management experience for running your own live MMORPG. Unlocks when MMOs become historically viable (late 1990s era). Design zones, launch expansions, manage subscribers, run community polls, and grow your game from a single map into a sprawling online world.
Overview Tab 
Subscriber count, monthly revenue, churn rate, and growth trend at a glance. Fullscreen subscriber history chart with hover tooltips showing exactly what caused each spike or dip. Impact log tracking how every expansion, event, content drop, and marketing campaign affected your player base. Monetisation model display (Subscription, Free-to-Play, or Hybrid).
MMO World Map Tab

Interactive hex-grid world map where each zone is a clickable tile. Zone Builder Wizard lets you click any empty hex to open a 4-step guided wizard: pick a theme, choose a background image, name your zone, and confirm with a full preview before committing. 10 zone themes (Forest, Desert, Tundra, Volcanic, Swamp, Coastal, Mountain, Ruins, Crystal Caves, Shadow Realm) each with multiple hand-crafted background images (60 total). Zones display their theme image, name, and level directly on the map. Expansion zones visually connect to existing territory. Proper confirmation dialog when closing the wizard mid-flow.
Expansions Tab
Multi-step Expansion Wizard: name your expansion, set a price, pick features, choose which zones to include, and optionally schedule it on the content calendar. Expansion development takes real in-game time with a visible progress bar. Each expansion gets its own review score independent of the base game, so a great expansion lifts subscribers while a poor one accelerates churn. Click any released expansion to see full details: name, price, features, zones, review score, and subscriber impact.
Content Tab

Create Raids, PvP Arenas, Classes, Crafting Systems, and Housing, each with real development time and cost. Raids take 6 weeks and cost $50K. PvP Arenas take 4 weeks and cost $30K. New Classes take 8 weeks and cost $100K. Crafting Upgrades take 4 weeks with cost scaling by tier. Housing Upgrades take 5 weeks with cost scaling by tier. Progress bars shown for all items currently in development. Add to calendar checkbox on every creation form to schedule the release on your content roadmap. Duplicate upgrade prevention so you can't queue the same crafting or housing upgrade twice.
Content Calendar

Tab Visual SVG timeline showing your entire content roadmap with month and year axis labels. Currently In Development section with progress bars for every in-progress item including zones, raids, expansions, PvP arenas, classes, and system upgrades. Drag-and-drop rescheduling so you can grab any scheduled item on the timeline and move it to a new release week. Schedule form to plan future content drops. Colour-coded by content type for quick scanning.
Community Tab

Replaces the per-game community management for MMORPGs so everything is in one place. Community polls with preset templates (e.g. Next zone theme, PvP or PvE focus) plus custom options. Poll results tracked with demand boosts so if players vote for knights and you build a knights zone within the window, you get a subscriber bump. Auto-Posting Schedule lets you set a cadence for automatic dev blogs, AMAs, patch notes, and sneak peeks so your community stays engaged even when you're busy. Community Manager assignment integrated with the Team tab.
Team Tab

Assign staff to MMORPG-specific roles: Content Designers, Server Engineers, Community Managers, QA Testers. Role allocation affects development speed, server stability, community health, and bug rates. Clear visual breakdown of who's doing what.
Economy Tab

Base game price controls with sale functionality. Marketing campaign integration where you spend on campaigns and see the ROI in subscriber growth. Revenue breakdown covering subscriptions, expansions, and microtransactions.
Feedback Tab
Player feedback system surfacing what your community wants next. Feedback categories tied to actionable content decisions. Poll creation with preset options and custom entries.
Console Ports
Port your MMORPG to console platforms (era-gated to 2003+). Console ports have limitations compared to PC reflecting real-world constraints. Separate development timeline and cost.
IMPROVEMENTS — MMORPG Game Record Integration
Game detail page now shows a Live MMORPG badge, subscriber count instead of community size, and a dedicated Open MMORPG Builder link replacing the regular community section. Sales chart now shows full all-time subscriber and revenue history for MMORPGs (previously only showed around 3 years). Chart labels change to Subscribers instead of Units. Actions cleanup hides Port To, Content and Editions, and other non-applicable actions for MMORPGs with an info banner directing to the MMORPG Builder. Released games table hides inapplicable buttons for MMORPG rows (Put on sale, Release demo, Port to, GaaS, Addons, Editions, Content update, Price changes, Community) and shows a Managed in MMORPG Builder label in the monetisation column. View Sales, Post-mortem, and Discontinue remain available.
IMPROVEMENTS — Status Bar
The status bar clock now shows the cumulative week number, for example Week 26, June 1985 (Week 78), so you always know your total week count. Especially helpful for tracking unlock timings like Console R&D at Week 78.
IMPROVEMENTS — Hiring
Permanent hires available from start and no longer gated behind progression. Morale rebalance with adjusted morale drift and recovery rates to feel fairer across all difficulty levels. Various systems now scale to company size for more natural progression.
IMPROVEMENTS — General UX
Notification toasts can now be clicked to dismiss them early instead of waiting for the timer.
BUG FIXES
Console R&D investment cap: Fixed a bug where investing $1M+ into Console R&D had no effect beyond 14%. The UI now shows the maximum effective investment per week, caps your input accordingly, and displays an informative toast explaining how much research was gained.
Subscriber chart readability: Impact markers on the subscriber history chart were unreadable at small sizes. Now uses hover tooltips instead of inline text.
MMORPG sales history: Fixed MMORPGs not writing weekly revenue data to the released game record, which caused the sales chart to appear empty or only show partial data.
HireNegotiationModal build error: Fixed a TypeScript error where submitHireOffer was called with the wrong number of arguments, which blocked production builds.
Football Chairman squad collapse: Fixed a critical issue where leaving the football club unattended for several seasons could result in the squad shrinking to 1 player. Three fixes applied. First, minimum squad enforcement runs a weekly check ensuring the squad never drops below 18 players by auto-promoting youth prospects first, signing free agents second, and generating emergency signings as a last resort. Second, smarter manager transfers mean that when the squad is thin (under 21 players), the manager now attempts more signings, and relaxes budget and quality requirements. Third, auto contract renewal means the manager now proactively renews contracts for valuable players, young talent, and anyone when the squad is near minimum size, preventing mass expirations at season end.
