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Update 1: We're back

We're back

This is the first big update in a long time, and we owe you an apology for the silence before it. We spent that time reworking a lot of the game under the hood, fixing the bugs you reported and adding the things players kept asking for. We take special care to keep your saves and key bindings, and to make sure your old save files don't get corrupted. We didn't want to keep you waiting any longer, so we released this update as soon as we could. We know there are still things missing, and we'll keep improving the game with daily updates, especially on the environment side. Our work on traffic and NPCs continues too.

New

  • A better looking city. We listened to your feedback: the world no longer looks cartoonish, and we worked hard on a much nicer looking map. New building types replace the old facades block by block, with new landmarks for the entrance, hospital, bank, museum and megastore, and the bank now has a proper front door. Shop interiors (local cargo, merchant, marketing agency, the six wholesalers and the City Register) were rebuilt, and sidewalks, curbs, bridge ends and the spots under and between buildings were cleaned up. The streets are livelier and the traffic keeps moving.
  • Safer saves. If the disk is full, the game tells you to free some space and try again instead of losing the save. A broken save is never written over: the game recovers it from a backup and tells you, and replacing a save no longer loses it. Your game settings survive a crash or a forced close.
  • Easier city deliveries. The box card shows the customer's name, a left click hands a box to a customer (straight from your inventory too), the next customer gets a waypoint and the box shows a glowing arrow. Customers you carry boxes for get a pin on the map and the minimap, and the box in your vehicle glows when you get close to its customer. When a delivery pays, a green +$ rises from the spot where you got paid.
  • Real names. Customers, shop people, wholesalers and the bank have real names from your game language, and the names change with it. Old saves with joke customer names get real ones, and the names stay the same between loads. City customers also thank you, or tell you about a wrong order, with new lines in all 27 languages.
  • Shelf stocking. Click to send one product from the box onto the shelf, Shift+click to send the whole box, or hold to keep going. The shelf shows its stock, low stock and empty slots, and the empty box folds flat so you can throw it away.
  • New packing. Packing was rebuilt step by step: pick the tape roll for the order's cargo type, tape the box, then print the label and stick it on. The tape and label show on the box, and order cartons carry a colour band by cargo type (In City yellow, Local blue, International red) with matching tape and label. Your workers pack the same way, step by step.
  • Placement. Shelves follow your mouse without lag, snap to a grid aligned with your warehouse floor and show alignment lines. If a spot is blocked, you see why.
  • Wall painting. See the colour on the wall before you paint, pick from a palette or your recent colours, paint a single wall or the whole room, and undo. The spray puff carries your paint colour, and metal paint is its own spray.
  • First day guide and a cleaner HUD. The New Game card lists your first day steps, and your first delivery payout shows a "Your first earnings!" card. A short level strip shows when you level up, the task tick appears only when you really finish a step, income and expense notices read better (expenses in red with a minus sign), and the hunger and energy bubble shows only when they are low or changing.
  • Level up card. When you reach a new level, a card lists what it unlocked: R&D, staff, rent and vehicles.
  • Live sale chance and living prices. On the Stock page the sale chance follows the price as you type it. Product popularity moves through the day, changes from day to day and follows category trends.
  • Supply arrival times. Your pending supply orders and when they arrive show in the Tab menu and on the tablet.
  • Auto restock. Category filters now drive a full automatic order, and the tablet and the counter use the same list.
  • Sell back. Every item you bought on the tablet can be sold back at Corner Market.
  • Drone on the map. Your delivery drone shows on the map like your vehicles and workers.
  • Improved map screen. Zoom with the mouse wheel towards the cursor, drag to move around, jump back to yourself with one key. Pins stay the same size, group together when crowded and open a small card when clicked. Drop a waypoint anywhere and follow it in the world.
  • Empty warehouse. The warehouse now starts empty. You take your own shelves and the packing bench from the tablet and place them where you want.
  • Existing saves. If your old save has a warehouse, your shelves come along: shelves you placed stay where they are and the rest wait in your tablet vault. The packing bench is taken from the tablet.
  • Hand stacking. Picking up more of the same item fills the stack you already hold before using a new slot.
  • Left click to pick up and place. The left mouse button now picks up and puts down what you're looking at, with a small hint next to it. F still works.
  • Guidance for new players. The first tasks point you to where you need to go and which button to press, including a hint to take the bus to the wholesaler. You can turn it off in the settings.
  • Pallets. Staff place finished boxes on pallet slots instead of dropping them around the warehouse.
  • Staff vacation. Send a worker on paid leave. They come back on their own.
  • Sound and music. Sound effects are balanced against each other, loud engines are tamed, and the music steps back while the intro helicopter plays. Background music now plays while you run your business, not only in the menu. The jump sound only plays when you actually jump.
  • Languages. All 27 languages use a new, cleaner font with full character coverage (Chinese, Japanese, Korean, Arabic and Thai included), a number of texts that stayed in English are now translated, and the game follows your Steam language. There are more loading tips in all 27 languages.
  • No more debug text on screen.

Performance and stability

  • The game runs noticeably smoother, especially in busy mid-game stores with lots of staff and customers, and in the warehouse and the city.
  • Smoother frames on D3D12, which is now the default, with D3D11 as a fallback. Crowds, traffic and warehouses cost less, and the frame limit setting now holds steady.
  • Lower memory use and a smaller download.
  • Bank: loan collateral is now really locked and returned with the last payment, and interest is charged exactly once per period.
  • Money and goods now always move together at the ATM, the wholesaler, bills, orders and purchases. No more paying without getting the goods, or the other way around.
  • Inventory: items of the same kind now stack across slots, a product you take from a shelf with a full inventory no longer disappears, and nothing is lost when stacks merge.

Bugs you reported

Thank you to everyone who took the time to write these up on the forums. Every one of these came from you.

  • Deliveries still on the road no longer vanish after you save and quit, and you still get paid for them.
  • Boxes in a delivery truck no longer disappear (for example while you check the mailbox), and boxes you loaded into a truck stay in its bed after you load a save.
  • Delivered in-city orders no longer stay stuck on "ready". They complete and are paid once.
  • Automatic cargo buying no longer charges you again for the cargo of earlier purchases.
  • Scheduled deliveries keep delivering every week instead of stopping after the first day or two.
  • You can now price items far above the old limit, and the price box no longer eats digits while you type.
  • Staff get stuck much less: stackers and packers no longer freeze on boxes they can't reach, the packer no longer stands holding an order box when he can't get to the price tag, and workers walk around boxes and pallets left in their way, never through counters. We fixed every cause we could reproduce. If you still see a frozen worker, please tell us.
  • After loading a save, the packer no longer waits forever for stock that was already promised to an order, and a box a worker was carrying when you saved is picked up again instead of lying forgotten on the floor.
  • The laptop piano can be picked up from the shelf again.
  • You could sell Bizcoin you never bought and end up with a negative balance. Fixed.
  • Rented vehicles now charge their daily rent.
  • A product you just put on a shelf no longer stays red on the stock indicator, and unlisted products are labelled as such.
  • The burping sounds are gone completely.

More fixes

Workers and shelves

  • A shelf should no longer go "sold out" while it still has products: workers check their slot again at every step. This stops new cases; a shelf that already shows a wrong count in an older save does not fix itself.
  • Workers can do every job at any warehouse level, keep their walk animation on the way to deliveries, and don't step onto boxes or pallets.
  • Workers only put a product on a shelf whose categories include it, and an order on a pallet with its channel. Packers skip a box whose products are not on your shelves yet and come back to it when the stock arrives.
  • Workers carry boxes onto the pallet and open them at the desk. Free workers clean trash off the warehouse floor. The worker card shows a role and four task chips. The Hire button follows your level and tells you why when it is off.
  • Workers stay on duty around the clock, and a worker you hire shows up at once.
  • Shelf signs are per shelf, bigger, outlined and readable in every language, and show the shelf's name in your language until you rename it.
  • Shelf products are sized to the shelf, older saves included. Toy cars on a shelf no longer touch bumper to tail light. The empty slot preview shows even when a product stands in front of it.
  • Cooler price tags sit in front of the shelf edge and the cooler row sign hangs from the ceiling. The cooler shelf only accepts food, and the refusal message fits its panel. The small freezer is narrower. The Low Stock list keeps its columns.

Boxes and packing

  • One person uses a packing table at a time, and the tape roll, label printer and table you look at get a clear outline.
  • Three distinct box types: order carton, wholesaler carton and furniture crate.
  • A box you carry rises onto your palms and shows its tape and label to you, with the front lit so you can read it. Wide products rest in the palm, and a product in your hand no longer covers the HUD. The held order card shows the total and shipping fee, or the delivery type on an empty box.
  • A one-click label sticks to the front of the box. Boxes load into your vehicle as cargo. Plane cargo is gone for now, and the tape stand has three rolls.
  • Right click takes one item (hold to repeat) from shelves, pallets and car beds. Left click puts it back. No shelf slot ghosts while you hold a boxed item. One slot rule for the cargo pallet, your own pallet and the car bed.
  • Items you drop with G fall to the ground, no longer push you or each other, and the stack number is small again.
  • Buying a stack of boxes from a wholesaler plays one drop sound instead of a burst. Loading a save no longer plays the pick up sound for everything you were holding.
  • The packing table parts follow the table you place, and the table arrives in its own crate. The open box at the packing table no longer goes through the pegboard.

Warehouse

  • Trash only appears in the rented warehouse, never on cargo lanes, zones, crates or boxes, and the trash tip shows once per world.
  • Loading shutters roll open when you unlock their section. The wholesaler delivery point has a dock shutter, and the delivery yard entrance is clear with the truck parking inside the delivery area. The door only reacts when you look at its closed leaves.
  • The light switch turns off the lamp glow too. Lights are balanced, the epoxy floor has no stains, the light mode is right after loading, and the dock ramp and shutter no longer flicker. The evening light is no longer yellow.
  • Lane posts and floor lanes use the cargo colours. Steel frames are grey by default.
  • The wholesaler order stays locked until your warehouse level opens the delivery point, and the button says why.
  • The dealer floor has no step anymore, and in older saves the dealer's vehicles go back to their own spots.
  • Placement grid, 90 degree turns and alignment guides also work on your home floor, and a placement preview you grab again snaps to the nearest 90 degrees. The flat TV no longer has a console stand.

Painting

  • Wall painting uses a single spray: pick the colour while you paint, and faces without a slot no longer eat refills. Colored spray cans from older saves load again.
  • Metal paint paints the piece you aim at, one piece at a time, including the warehouse doors.
  • Painting feels better: spray start, loop and end sounds, a small contact puff, a smooth fade from the old colour to the new one and a short shimmer when you finish.

Vehicles and fuel

  • New vehicle HUD card and key strip, lined up at 1080p and on ultrawide screens. The fuel gauge shows a drop icon. The minimap centres on your car while you drive.
  • The fuel screen keeps the vehicle's picture ratio, locks its controls while filling and ends with a green line. The pump plays its filling sound while it runs, even with the pump screen closed.
  • The Pickup and Van have a fuel cap and the nozzle meets it. The nozzle goes back to the pump if you wander off. Right click does nothing while you hold the nozzle.
  • A hung fuel hose is no longer buried inside the pump, and the gas station totem sign is centred, with no mirrored text peeking out the back and no clipped prices.
  • Van and Truck have real rear doors, Pickup has a tailgate. Open them with R and you see the boxes inside. A closed one blocks placing and taking boxes.
  • Cargo space matches the boxes that really fit on the bed, and a vehicle that respawns keeps its upgrades and fuel.
  • Headlights and tail lamps look softer and warmer, brake lamps are brighter. Cars and traffic share one set of engine sounds, and crashes have three levels of sound.
  • No more gear flapping when you hold gas and handbrake together, and the handbrake no longer drops your speed in one frame. Driver hands hold the wheel on all cabs, truck wheels sit on the road, front wheels spin while you coast.
  • The taxi's rear is no longer neon yellow, and the Van's rear bump is gone. Your car no longer drives through traffic, and traffic no longer drags you through its body when you are on foot.

Money, orders and the tablet

  • Bank inputs are limited to valid amounts, with a max button.
  • Savings interest no longer grows absurdly fast. It follows the daily rate shown on the Bank page.
  • ATM gold and Bizcoin prices follow a bounded price model instead of compounding.
  • A missed loan installment is now paid from your locked collateral, and you can't take a new loan while an unpaid loan bill is open.
  • Late rent, salary, car, parking and house bills are taken from your balance at the day change when it covers the whole bill. Sleeping after midnight no longer turns the game day twice.
  • The delivery map lists your cars under Vehicles and customers by name, its list scrolls under the header, and its tooltips fit your screen. The district name stays clear of the pins.
  • The tablet always shows the tab you selected, and its labels, headers, cards and product names fit. The Finance tabs no longer get mixed up and the Bank page keeps its layout. Notices no longer cover the title and your cash, and the hire screen does not flicker. Long notices wrap, tab buttons stay in place, small screens fit better and keyboard focus works.
  • The tablet Orders page counts the units that are really on your shelves, and the order badge on the HUD and the New tab show the same number.
  • Styler Shop: hair colour, shoes and every other pick now change your character, and Styler cards show title, variant and price on three lines.
  • A failed save shows which key opens the save menu, and a save recovered from a backup shows up once as a row on your tablet.
  • The R&D notice card and its side card no longer spill out of their boxes. The Register has one name in every language, and its sign reads City Register.

The city and the world

  • Retaining walls are cut stone, and tree beds, hedges, curbs and a drain grate look right. The harbor has a plain stone quay wall, and building fronts with windows no longer go straight into the water.
  • Houses and villas on slopes sit on their foundations, and steps and doors no longer hang in the air. The ground no longer pokes through sidewalks, and steep banks look like rock.
  • Awnings only face the main street. Windows on all building types look like lit rooms with curtains, by day and in the evening, and railing posts sit flush on the wall.
  • Buildings stand on proper pavement instead of an orange kerb in the middle of the asphalt. Loose kerb pieces, floating slabs and stray stone blocks on sidewalks are gone, and holes, missing and overlapping tiles in front of the shops are filled.
  • No more floating grass, red blocks over the water or leftover wall panels under buildings: building walls reach the ground. In front of the warehouse and along the shore you get a continuous sidewalk, benches, a kiosk lamp and tidy wall corners.
  • The bank front door sits in the middle of the street side, with an awning and a step. The old corner door is a window.
  • The west bridge mouth is smooth: no bump, step or dark gap, and the lane lines line up.
  • The villa near the start sits on its base. The hospital walls are plain brick, and odd coloured bands on some rocks are gone. Rocks got a warm paint, the horizon band is gone and the night is readable.
  • Far sea now reaches the horizon. The warehouse sign, home lamp, vehicle paint and glass, roofs and the Snip & Shine interior got a visual pass.
  • Trees now have natural dark green leaves. Villas sit on the terrain, and the old tiled roofs on the rooftops are gone.
  • The birthday cake has proper closed layers. The flat TV, aisle signs and Register sign are fixed.
  • Pedestrians stay on the sidewalk, no longer slide sideways, walk into your camera, clip into props, trees or the pond, or get stuck at the sidewalk edge, and they turn around quickly where it is blocked. Their feet stay on the ground, they keep moving at crossings, and far away people move smoothly. There are more people downtown, and the nearby street fills first when you arrive.
  • Cars sit on the road everywhere, junctions no longer jam, cars wait less at traffic lights, and two signal poles face the right way.

Sound, text and controls

  • World sounds fade with distance. NPC mumbling is a bit louder and plays per message. New sounds for packing, traffic engines and the sport car engine.
  • Shop keepers greet you in your game language.
  • The English and Turkish texts were reread against their screens, and the other languages got a context aware pass. The system languages Chinese (CN/SG/TW/HK/MO) now pick the right Chinese, and Simplified Chinese no longer drops characters in menus. Long text no longer overflows table headers, hire cards, the held item card and the R&D card in long languages. Ruble, lira and hryvnia signs no longer show as empty boxes.
  • Your hotbar layout and active slot are kept when you save and quit. The first-run hint no longer mentions a camera zoom that does not exist in first person.
  • F11 and Alt+Enter window mode no longer crash, and a crash around map markers is fixed. Confirm windows dim the screen behind them.
  • The map shows a tooltip on bus stops, and the travel map draws all place icons. The language list scrolls, and the hold badge no longer covers Reset to default.
  • The notice card on the main menu is wider, sits beside the menu and its text scrolls, and the customer at the bakery no longer stands inside the bakery sign.

Co-op

  • Co-op is back. Host a game and invite friends through Steam, or share your game code. Only games on the same version can join, and you get a clear message if the host leaves. Everyone needs this update to play together.
  • Join failure card. If joining a game fails, a card tells you why (version, full, closed or connection) with Main menu and Retry buttons instead of a stuck loading screen. Joining a friend no longer hangs on the loading screen in some lobbies, and the invite box stays hidden in a solo world with no invite code.
  • Co-op driving. Driving feels smoother for the passenger's view, and boxes on a vehicle stay in place.
  • Name and health plates are small and steady, fade with distance and dim behind walls.
  • The fuel nozzle goes back to the pump for every player when they wander off, and everyone nearby hears the pump while it runs.
  • A guest's items go to the vault when they leave and come back when they rejoin, also after a crash. A guest's held item no longer moves to the host's hotbar on load.
  • A guest is no longer pulled back by items a worker carries, shelf products stay on their price tags for the guest, and pedestrians no longer freeze for the guest.
  • A crash in co-op while holding items is fixed.

Known issue:

  • In co-op, a player can sometimes fall through the ground after getting out of a vehicle. We're working on it.

Controllers

We are working on controller support.

Known issues

  • In some languages (Portuguese for example) long product names in the tablet's Supply list can still be shortened with dots.
  • If a worker still freezes or a shelf in an old save shows a wrong count, a short video or your save file helps a lot.

Thanks for sticking with us. Tell us what you find, on the forums or in the reviews. We read all of it.

Posted by the Biztopia team on Steam

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