Happy Halloween to all! 🎃 I hope your night brings just the right balance of chills and thrill, whether you're out and about or keeping it low-key. As for game news, I’ll be dropping updates on the ongoing public test and our upcoming major release soon, but tonight, let’s keep the focus on all things dark and mysterious.
Enjoy the evening, and keep an eye out for shadows that move a little too quickly.👻
👻👻🎃🎃👻👻
The New CRT Early Access Roadmap
Hello everyone ! ːsteamhappyː
Here is the final roadmap with the new additions and more details. We've mostly completed the backend work, and now we have an exciting journey ahead filled with fun content and mechanics! Please always feel free to share your thoughts and reach out to me from the community hub or from the CRT Discord server.
Thank you all for your support and feedback so far.
I'll see you in the Nightlife Update public test. Cheers!
What's Up, Looking Ahead
Hello! ːsteamhappyː Long time no see.
If you've been following us on Discord or the community hub, you know we've faced some challenges on both the development and personal sides as a two-person dev team. That's why we were mostly silent for a while. But now, we're back to our pre-February working speed—which is great for progress—and we will try to be mostly back on track before the end of the year. Thanks again (really) for sticking with us.
As you know, we have made lots of improvements and added content and features since the EA release together but my new year plan is to complete the roadmap without going 'offroad' too much. There is not much additional offroad content left anyway other than the campaign mode, QOL improvements, translations, and some more most requested features (Ok, I guess there are still some :D) So I'm planning to adopt a quick cycle of;
Major update A in development
Major update A available on the public test branch, and major update B is in development
Major update A launch, major update B available on the public test branch, major update C in development
Major update B launch, major update C available on public test branch, major update D in development, and so on...
As for the exact order of major updates; I've refined a new roadmap to incorporate our new major update additions—the Advanced Logistics Update and Luxury Amenities Update and more details. It also shows the updates in planned order. I will share it and update the old graphics on the page today.
We've planned a public test phase for the upcoming Nightlife Update that everyone can access. There are three feature loads in the public test. The test will start with load 1, and after some testing, the features in load 2 and then load 3 will be unlocked.
- Public Test Load 1 Highlights -
Contractors System: You can now select the number of outsourced workers such as builders, waste collectors, and delivery persons you want to hire using the contractor's menu. However, these workers also have an hourly rate calculated based on the number of people you call.
Specialized Parking Spaces: You can now place designated parking spaces for police, builders, delivery persons, and waste collectors to increase efficiency.
Room Capacity System: I've added a room capacity value to the public service rooms. iI's calculated by room size and available items related to the room type. Now customers don't enter full capacity rooms even for waiting for a service. Room capacity value also determines the overall service capacity of your casino hotel. Factors like transportation capacity and hotel rating influence how much of this capacity is utilized.
Rating System Refactoring: I've overhauled the hotel rating system, changing how ratings are sampled and adjusting level thresholds. Basically, daily ratings will now vary between +-100, making it clearer for you to make informed decisions about your casino hotel and giving me clearer numbers to work with while balancing the game.
Customer Wealth System Refactoring: The customer wealth scripts have also been mostly rebuilt. There are now specific needs to attract wealthy customers, along with more defined limitations on wealth types and service/product usage.
End-Day Report: There's now a single end-day report that includes multiple other reports such as the rating report, financial report, and some administrative windows like tax and salary payment.
Data Recording System Refactoring: The game now records much more detailed data about your casino hotel, which will be used in various in-game systems and infographics.
Information Windows Package 1: The main UI layout has undergone changes. You can now be able to find various information toggle windows. Similar to the 'rating', 'crime', and 'people on map' info windows, they also have been moved to this new information windows button group.
Separate Room Policies: You can now set the work hours or smoking policy of the rooms separately using the policy menu or the room's own information menu even if they have the same room type.
New Specialty Restaurants: Specialty restaurants such as French Bistros, Mexican Cantina, Seafood Restaurant, Italian Ristorante, and Steakhouse, that need their own chef type and have various specialty cuisine menu items.
Smoothie Bar: A place where your guests can enjoy blended fruit drinks, perfect for a quick and healthy treat on the go. There's a new menu item type called, you guessed it, smoothies. There are 10 types, and every customer has a favorite one, just like with other menu items. You can use your baristas to work here too.
Yoga Studio: A space for yoga practice, requiring yogis to instruct guests.
Backstage: An area for performers like comedians and musicians to prepare and relax before and after shows.
Cigar Lounge: A cozy and sophisticated space designed for aficionados to relax and enjoy premium cigars, offering a luxurious atmosphere for wealthy customers.
Karaoke Bar: A fun place where people sing songs on stage while having drinks, creating unforgettable memories in a fun and energetic atmosphere.
Comedy Club: A club where comedians perform stand-up comedy, making people laugh with their jokes and stories. Needs backstage and comedians to operate.
Nightclub: A place where people dance, drink, and have fun. Hire DJs for music and place lights to make the atmosphere energetic and exciting.
Cybercafe: A café where people can use computers and the internet, enjoying snacks and drinks while browsing or playing online games.
Exotic Club: A venue known for its entertainment, featuring captivating performances that are performed by your pole dancers.
Action Sliders: A new UI feature providing info about various actions in your casino hotel, such as laundry cleaning and menu item preparation.
UI Improvements Package 1
Bug Fixes Package 1
Item Varieties Package 1
Game Balance Package 1
- Public Test Load 2 Highlights -
Events System Refactoring: The events system has been rebuilt. You can now organize two events per day—one in the morning and one at night. The event plans mechanic is removed, allowing for larger events without random plans. This system is connected to the new calendar system, with day and time affecting event performance.
Calendar System: There is now a calendar where you can check things such as what's the week's hype cocktail, slot game, souvenir item, and so on. It's directly connected to the events system so you can also check your events and their status. The day and time also have a greater impact now (e.g., bars are more popular in the evenings and on weekends). It now only runs on the month for now but will be expanded to a year with the season's update, and seasonal events and holidays are also going to be added with it.
People Inventory System: You will now be able to clearly see what people are carrying on them from their menu, such as trash bags for janitors, menu items for customers, tools for maintenance officers, and so on.
Performance Hall: A venue where artists showcase their talents, it can be used while organizing events with outsourced workers such as music groups.
Dance Hall: A venue where people gather to dance to music and socialize with others in a vibrant and energetic atmosphere.
Game System Performance Improvements Package
Bug Fixes Package 2
QOL Improvements Package 1
Item Varieties Package 2
UI Improvements Package 2
- Public Test Load 3 Highlights -
Live Music Bar: A place where guests can listen to musicians playing music live while enjoying drinks.
Character Performers: Performers can be hired to wear costumes, roam around the casino hotel, and entertain customers.
Tutorial Rework: Let's be real. The current tutorial isn't exactly exciting. I've made some improvements for now, but the main plan is to create a campaign mode with a little story that you can start and finish. The first couple of levels will also work as a smooth tutorial. It'll make getting the hang of things a lot easier, but we needed to do some work on the current tutorial in the meantime, so here we go.
Information Windows Package 2
Audio Mixing and Audio Affects Improvements Package
Bug Fixes Package 3
QOL Improvements Package 2
Item Varieties Package 3
Game Balance Package 2
New CEO Decisions Package
Once the public test is complete, the update will be moved to the default branch and the public test of the next major update will start. The nightlife update public test is planned to start right after the Steam Summer Event. I will make an announcement and share more details when it starts.
There's a new channel in the Discord server called Dev Diary. Nil and I will be posting daily updates about our side of the development and what's on our minds. You will be able to -please do— join the discussion as you like. So join us on Discord if you haven't already! https://discord.gg/ZQ28XfBfwX
We truly want to thank you so much for all your support during this tough early access phase—it means a lot!
Stay tuned for the new EA roadmap tomorrow!
Cheers!
[GAME HOTFIX] v0.7.2.3
FIXES:
Fixed the issue of maintenance officers repairing the same item if they start working with tools already in hand.
Addressed the problem of the save file getting corrupted if it was created just after demolishing a parking lot while the cars on the floor were not despawned yet.
Resolved the issue of office workers, marketing specialists, researchers, accountants, HR specialists, and CEOs keep working after the type of room they have been working in has changed.
[GAME PATCH] v0.7.2.2
FIXES:
Fixed an issue where the report pop-up window was not showing up after some time.
Resolved the problem of the encyclopedia showing the old 'estimated salary' information.
Addressed the problem of the encyclopedia showing the old 'security deployment' information.
Fixed the issue of the mouse hover box showing the old room tier system items information.
CHANGES:
Storage and employee numbers are removed from the top information bar.
The escape menu now has two separate buttons for "Exit" and "Save&Exit."
Appetizers (2,3,4,5) and main course (2,3,4,5,6) cuisine research needed documents have increased according to increasing numbers.
Animation speeds for the x2 time speed have been slowed down by 12%, and animation speeds for the x5 time speed have been slowed down by 25% to prevent visual glitches from happening on some animations.
Some minor placement changes were made to the main window UI.
ADDITIONS:
UI size scaling is added to the settings menu.
[GAME UPDATE] v0.7.2.1 Quality Of Life Update Is Here!
Hello everyone!
This update mostly contains quality-of-life improvements. Another QOL update is also on the way and will be live very soon (UI improvements mostly).
UPDATE HIGHLIGHTS
CUSTOM MODE
Custom mode is a new game mode that allows you to tailor your gameplay experience by adjusting various settings for different mechanics right from the start. Keep in mind that while having a blast in Custom Mode, achievements won't be up for grabs.
ROOM CLONING
Rooms on the map can now be cloned using the button on the rooms' menu. It copies all of the walls, windows, curtains, and items in the room.
FIXES:
Resolved the issue of the townsfolk request UI window showing 'Seat' when a sofa is requested.
Fixed the problem of electricity shortage after loading if there is a surplus with an electricity room buff.
Fixed an audio glitch happening when hovering over a moodlet on the CEO menu.
Resolved the arcade machine animation glitch sometimes happening after an electricity shortage.
Addressed the FPS drop happening while the lawyer selection window opened on the lawsuit menu.
Resolved the problem of decoration and lighting value of rooms not syncing directly after placing windows or curtains.
Addressed the issue of audio glitch happening after clicking the employee work policies button for the first time.
Addressed the problem of animation glitches happening to some customers during a business meeting event.
Addressed the problem of ceiling items not being selectable because of the casino cashier collider.
Fixed the issue of customers wandering at the souvenir shops for a while if they find the souvenir prices too high and decide not to buy.
Addressed the issue of the 'Slow Walker' employee trait not working for some employees.
Resolved the issue of the 'Fast Walker' employee trait not working for some employees.
CHANGES:
The range of the CCTV modules is now visualized while placing CCTV-related items.
The candidate menu now shows the average salary for the job type instead of the estimated salary range.
The cost of unlocking menu item slots increased for the slots after the fifth item.
Increased the range of salary amount that an employee can ask.
The effect of the 'Resistant' employee trait is changed to "15% percent chance of not going to a break for every shift."
The effect of the 'Sensitive' employee trait is changed to "15% chance of going to a break multiple times for every shift."
The effect of the 'Big Bowel' employee trait is changed to a "15% percent chance of not going to a toilet break for every shift."
The human hover info box now also shows work error info.
The effect of the 'Small Bowel' employee trait is changed to "15% chance of going to a toilet break multiple times for every shift."
The top info bar now displays shortened numbers.
Item hovering audio fx won't be played while in placement mode.
The archive capacity of the archive shelf is increased from 175 to 250.
ADDITIONS:
Pick and place feature added for building improvements.
The camera now pans faster while holding the shift key.
A new game mode (Custom Mode) with 30 adjustable game settings was added.
Rooms on the map can now be cloned.
We have also changed the version naming to all-numerical to make things more clear internally.
Cheers!
Community Items Are Now Live!
Hey there! I've got some awesome news to share with you! Our fresh batch of community items just landed on Steam. Right now, you can snag Trading Cards (x9), Emoticons (x10), Backgrounds (x3), and Badges.
Plus, we've got some super cool animated points shop items in the works – stay tuned for those.
Big big thanks for being such an amazing part of the Casino Resort Tower Community.
Cheers!
Happy Holidays!
Hello everyone!
Sending warm wishes your way for a holiday season filled with joy, laughter, and unforgettable moments. May the spirit of the season bring you peace and happiness. Wishing you a New Year full of opportunities, prosperity, and endless possibilities. Happy holidays and a bright, wonderful New Year ahead!
We're super excited about the fantastic plans we have in store for Casino Resort Tower. It's going to be an amazing year.
Cheers!
[GAME HOTFIX] v0.7FHB
FIXES:
Resolved the problem of some of the available resolutions are not showing up on the settings menu dropdown on some monitors.
Addressed the issue of barista showing 'Bartending' as an AI info while working.
CHANGES:
The base lawsuit compensation amount is reduced by 30% in all game modes.
Lawsuits are less likely to occur, and compensation request amounts are reduced by 50% in no-sweat mode compared to the manager mode.
Added an option to turn on/off the end-day auto time speed slowdown to the gameplay settings menu.
[GAME UPDATE] v0.7FH Update Is Here!
Hey everyone! Another update! ːsteamhappyː
UPDATE HIGHLIGHTS
Lawsuits System
Customers can now initiate lawsuits against you, seeking compensation for various grievances like witnessing a crime or enduring subpar room conditions. These could range from cleanliness concerns to decoration and lighting issues.
When faced with a lawsuit, you can opt to wait for the court date. The outcome hinges on the winning chance of the case – a successful defense incurs no payment and zero additional managerial documents. However, a loss demands full compensation along with associated managerial document costs.
You also have the option to settle with the plaintiff before the court date. If you choose to settle you will only need to pay the agreed amount and use some documents.
And the legal representation! Lawyers can be hired for cases, each equipped with negotiation and courthouse skills. Negotiation skills reduce settlement costs, while courthouse skills boost the chances of a favorable court outcome. The cost of hiring a lawyer is influenced by both the player's available funds and the lawyer's skill points.
Transportation/People Spawn System Refactoring
So, there were some issues with our transportation and spawn system – you know, people complaining about missing buses or employees showing up on their days off. Anyway, I decided to dive into the code, one thing led to another and I ended up writing the whole thing from scratch:D. Along the way, I made some small changes to the way things look on the surface.
In the old system, when someone wanted to spawn, we'd check their favorite transportation type and see if there was a spot available in two hours. But that caused problems – employees showing up late, customers missing buses – not good.
Now, if a customer wants to hit the casino hotel, the system checks for availability in a 3-hour window for both arrivals and departures. No more gaps in customer transportation. And for employees who love the bus, we prioritize slots at 5 pm and 5 am – they come on foot if there's no space or scheduled bus, and we give them a negative moodlet.
Subway's got a similar deal at 4 pm and 4 am, parking lots and taxis are buzzing between 5-7 pm and 5-7 am. I've also added little icons to the transportation menu about it.
So, with these changes, buses, trains, and taxis should be packed with people according to their favorite transportation type when you cover all the scheduled times.
FIXES:
Resolved elevator entrance doors sometimes stay open after the elevator cabin leaves.
Addressed customers in the subway during a save staying inactive and not reducing the total customer number after the subway leaves.
Fixed expression animation not playing on the people's information UI window if they are eating in the world.
Resolved people smoking in prohibited rooms if there is a tobacco vending machine in the room.
Fixed customers wanting to come by bus sometimes coming on foot and getting a negative moodlet even when there is an available bus.
Addressed wallpaper renderer showing the sprite for the regular window while placing wallpaper on a large window.
Resolved employees getting a day off through decisions that came while they were on a day off.
Addressed the CEO getting the opposite moodlet about the assigned shift.
Fixed research graph line not showing the needed research correctly after the keno games research.
Resolved some employees taking a break when they come to work and before their shift starts.
Addressed total menu items info bar showing the percent in the wrong order on the menus UI.
Fixed patrol route info menu not showing an error if it occurred while the menu was open.
Resolved the last of the despawned not allowed items sometimes staying in the data list of the room.
Addressed mouse hover info of the elevator parts not showing on the elevator menu.
Fixed patrol route not showing any errors when the base room of the route has errors.
Addressed the game sometimes getting stuck on a black screen upon start on some Windows multiple monitor setups.
CHANGES:
Values of the decisions are now determined by documents and money on hand instead of the total time progression.
People now only show the red waiting icon if they waited too long instead of showing the yellow waiting icon first when they start waiting.
Every slot machine after 14 now attracts 0.5 customers instead of 1.
Electricity capacity of the small transformer increased from 15 to 20 and its price increased by 3k.
Electricity capacity of the transformer increased from 40 to 60 and its price increased by 10k.
Electricity capacity of the large transformer is increased from 100 to 150 and its price is increased by 10k.
Water capacity of the small water pump is increased from 6 to 12 and its price is increased by 3k.
Water capacity of the water pump is increased from 16 to 32 and its price is increased by 10k.
Water capacity of the large water pump is increased from 35 to 70 and its price is increased by 10k.
Sewage capacity of the small sewage pump is increased from 5 to 10 and its price is increased by 3k.
Sewage capacity of the sewage pump is increased by 13 to 30 and its price is increased by 10k.
Sewage capacity of the large sewage pump is increased from 30 to 65 and its capacity is increased by 10k.
Customers now don't commit 'Public Intoxication' crimes if there are no bars available in the casino.
Decoration effect of building improvements in the room is reduced by 10%.
Taxis now don't come instantly after they go to drop off or pick up a passenger.
Customer positive moodlet values coming from spending time in various room types are reduced by 1.
Employees now show AI state information while at home and coming to work.
The time interval of decision pop-ups increased by 15% to 25%.
People now wait for buses and subways that are 3 hours away instead of 2.
ADDITIONS:
New employee moodlet -> "Got home from work." -> +2 Fine.
Employees now show errors on their menu and world info error icon similar to items if there is something wrong with their work.
9 new large window varieties.
6 new curtain varieties.
We've also given the main menu a holiday makeover that will run during the holiday season. :)
So, we've got some exciting updates on the horizon. In about a week or so, we're rolling out a patch loaded with fixes, balance tweaks, game start simulation settings, and some of the most requested Quality of Life (QOL) features first and also releasing the Steam community items and trading cards of Casino Resort Tower. And following up, we have the Nightlife update!
During the discussions about game improvements with the community, we added some cool stuff to our roadmap. I'll be sharing new roadmap graphics soon, highlighting the additions and showcasing what we've accomplished so far.
Thanks a bunch to all. Stay tuned for all the latest and greatest!