Quest Update
Quests are now dynamic. They're no longer a fixed, hand-written checklist — the game builds your objectives from what's actually happening in your datacenter and reveals them as you go, so you get a short, growing to-do list instead of a wall of tasks.
What's new
- Rewards that matter. Completing a quest now pays out cash and reputation, scaled to the size of your operation — meaningful in the garage, still proportionate at hyperscale — and rounded to clean numbers.
- Reactive quests. New objectives surface real situations as they happen: your cabling's a mess, prospects are stacking up, you're running everything on one server, you're under attack. Event quests carry stakes — ride them out for a payoff, or let them bite.
- A ladder for the whole journey. From your first rack through growth milestones and site upgrades, derived from the scenario you're playing. Every mode (including Sandbox) now gets quests, so the panel is never blank or static.
- Richer demo objective. The garage goal is now to run a healthy full house — hold eleven tenants and keep them happy — not just a headcount.
Fixes
- Steam Deck / Linux: fixed the game failing to start a run ("Couldn't start the simulation engine"), caused by a native library that couldn't find its Steam companion at launch. The engine and Steam features now load correctly.
- Host console: the "Tenants on this server" list no longer runs off the edge on busy hosts. It now wraps, sorts your heaviest tenants first, and tucks long lists behind a "+N more" toggle.
- Fixed several menus (Career, Achievements, Leaderboards, Licenses, run summary) that could spill off-screen at some resolutions — they now clamp to the window.
- Fixed the quest panel occasionally bolding more than one "current" objective at once.
Numbers are still being tuned — feedback welcome.
