No one likes bugs in their food - and we found a meaty one in our v1.0 kitchen!
To ensure our aspiring entrepreneurs get the best experience, we've pushed back the grand opening of DNFC by 1 day
Definitely Not Fried Chicken will release TOMORROW at 1pm BST!
See you tomorrow! ~ The Major
THE 1.0 RELEASE DATE
Fire up those grills and slip into your Hazmat suits!
Why? Because Definitely Not Fried Chicken is đŁ hatching đŁ out of Early Access on September 28th!
Weâre excited to announce that our Breaking Bad inspired business management simulator, âDefinitely Not Fried Chickenâ will be launching on PC from 28th September!
Whatâs new on the menu at v1.0? A whole bunch of dope new stuff!
New Drug Line & Variations (introducingâŚ..COCAINE!)
2 (yes, TWO!) new businesses for you to run very legitimately - try your hand at running your very own CASINO and NIGHTCLUB
New Truck Delivery vehicle - shift truckloads of your drugs!
2 new Special Clients - who let NUNS and THE DEVIL HIMSELF in here?!
A shiny new UI update
But are we stopping there? No! Definitely Not Fried Chicken is really cooking now, as we look to the future beyond v1.0.
Become the narcotics overlord you always dreamed of and start your very own drugs empire today, in preparation for v1.0 Launch on September 28th!
We've got more patches here than an old blanket! We'll have some big updates real soon :)
Pathfinding improvements:
Employees who are not assigned to a room group will try to avoid potentially dangerous production rooms (such as meth production rooms)
Customers will not path through employee rooms at businesses.
Employees much prefer to walk along corridors now.
Employees who are assigned a room group will do their best to avoid any rooms that arenât in their group even during pathfinding between rooms in their group.
Fixes:
A change to prevent controls input whilst typing a room group name in the input field.
Added missing keybindings to the key-bindings menu.
Added a binding to open the map (defaulted to the âMâ key).
Fixed keybindings reset function in the menu.
Vending machines, coffee machines, and bins added to the corridor object options.
Adjusted the room logo to try and make it clearer employees now prefer to walk along corridors.
Improved performance and fewer frame drops (although this issue is still a work in progress).
AOEs going through walls when placed too close to a door.
Rewards menu getting stuck on the screen the first time itâs opened.
After using the steam overlay the camera would continuously follow the mouse movements even when not panning.
Moved robot factory gates out of the way of vehicles so they donât clip through.
Tutorial painting indicators disappear too early if the area was erased over instead of painted.
Tutorial indicators staying at the top of the UI so they cannot be obscured behind another panel.
Vomit and urine being invisible upon reloading the game.
Notifications for non-employees appearing in the notifications panel.
Stopped a black screen soft lock during the tutorial under certain circumstances.
Addressed various âtranslation key not foundâ errors and some spelling errors.
Black and red door frame offset has been adjusted.
NPC vehicles no longer drive through client delivery areas.
Washing machine Mk1 cost has been fixed.
Fire extinguisher particle effect continues to play when time is paused.
Prevent funds from being deducted when trying to build over a road + if a road is placed over an existing building the building cost is now refunded.
Deliveries not all being collected when multiple deliveries are made at once.
Boxes sometimes dropped at clients when multiple deliveries are made at once.
Redundant customer thought bubbles have been removed.
Traps firing when a target walks past (even when a wall is in the way).
Notifications persisting between play sessions even when the game wasnât saved.
Selling a machine while an employee is using will continue to have the employee hold the item associated with the machine removed (e.g. a watering can).
Side-table and lockers have been removed as they were causing issues and are functionally useless.
Added all doors to all plot types.
Engineer getting stuck in a fixing animation if a machine was removed whilst they were fixing it.
Products getting dropped en-route to a vehicle could not be picked up unless there was a shelf to take them to (even if a vehicle was still available for loading).
Attackers could clip through locked doors and get stuck there even after the attack has ended.
Sometimes characters killed by attackers would only die after the attackers had left.
Load button still active if all save files have been deleted.
Business type name not immediately updated after assigning a new business type.
Notification filters are not saved after closing the panel.
Only able to select outer edge sub plots after exiting a new game and loading a previous save.
Sometimes an employee would not use a machine if it was already being used by another employee (even if there were multiple free use spaces).
Remove fullscreen window option as that is not a feature on windows.
Stay update to date with DNFC and join our socials!
Hey! Did you know that marijuana was first discovered after bronze age civilizations observed wildlife grazing on marijuana leaves and then becoming more docile?
Well you didn't, nobody did, because I just made that up. Now the lie is over, here's some straight facts with the latest patch notes!
Fixes and changes:
Added a fail-safe system to prevent saves corrupting if a crash occurs while the game is saving
Fixed an issue where a worker's task would get mixed with another character's task and the characters would complete each other's tasks
Worker's now interact with the pool table and TV's properly
Engineers can now fix appliances regardless of position (relative to walls and fixtures)
Fixed an issue where occasionally engineer's would not fix appliances at 3x speed
Fire are no longer invisible after reloading a save
All characters can no longer walk through player made fences
AOE appliances continue to emit after being picked up
Fixed an issue where the food chute in the doughnut and seafood businesses would appear burnt even after being fixed
Fixed an issue where removing a mine would cause it to explode
Fixed issue where the appliance placement indicator squares would turn black if the appliance had burnt
Fixed the room painting tool not working under some circumstances
Fixed an issue where notifications from deleted saves would appear in new saves
Fixed an issue where modifying roads would cause vehicles to become stuck
Reduced appliance noises by 40%
Optimization to world geometry
The Major's first attack is now winnable
Fixed an issue regarding selecting dead, fired or unhired NPCs
Dropped boxes no longer become contaminated, they are now only contaminated when handled by a low hygiene employee
Re-ordered screen resolutions properly in the settings menu
Re-worked the cash register so that it no longer accounts for 'products accepted' and simply just exchanges money now
Fixed the money tracking steam achievement
Added a keybind for object rotation in the settings menu
Fixed an issue in the tutorial where the monument purchase button would remain inactive
Stay update to date with DNFC and join our socials!
One of the biggest pieces of feedback we've received on Definitely Not Fried Chicken is about the UI so we've been working hard on polishing it up, refining it and making it look like the sleek, badass interface a kingpin like you deserves.
All images below are a work in progress and not final. All is subject to change.
The Building Menu
Finances and income
Overlays
Let us know what you think!
Patch Notes #4!
Hello hello Pharmaceutical Funambulists we've got some dope fixes for you with some more content and awesome well requested changes coming very soon! So stay tuned!
Here's what we're addressing this round of fixes!
The âAll Products Available' business star has been fixed so you should be able to get full stars now as long you have all legitimate products and services available. Producible products (such as donuts must be in food chutes and ready to be served to get the star )
AOE emitters still emitting whilst broken under certain circumstances has been fixed
AOE emitters displaying smoke and spark particle effects even when working has been fixed
AOE emitters not correctly emitting under some circumstances has been fixed
AOE emitter changes not updating productsâ qualities immediately has been fixed
The special client's reward item is now displayed correct in the map.
Free to place store items do not disappear after saving and reloading the game.
Adding broken items to the object store (whilst another menu is open) werenât added previously, they now are added properly.
Game un pausing when an auto-save occurs has been fixed
Timed special client orders do not retain their progress after failing them now (the orders must be fulfilled from scratch)
If an item is destroyed the item UI no longer gets stuck on the screen.
The Following Steam Achievements have been fixed (all Steam achievements are now working):
I'm hungry Boom!
Always has been
Invasion
Off to work
Beep...boop!
If you find any issues with this patch, make sure to report them here!
As a reminder: Here is how to backup your save:
Go to; steamlibrary>Steamapps>common>dopeloop>dnfc_data>streamingassets>facilitydata and saving the BYTES file in a folder.
We'll continue dealing out fixes as we work our way through to 1.0! Thank you all for your support
Or check out the video below on getting started in DNFC!
The Big Area of Effect update
Hello Crustacean Capos, the revamp of the Area of Affect? Effect? Whatever, whoever remembers the difference is pretending. The big revamp of the AOE devices is here!
Now, as an important note, once again;
AOE's are being revamped, which means the function of your aircon unit will change, so upon loading your save, your grills and higher-tier meth devices will blow up if you do not address them immediately.
So just pause and check things over when you load up your game! Or don't and blow up, makes no difference to me, you're disposable.
But anyway, the update!
The changes to the AOE Systems:
The settings on AOE emitters now ranges from -100 to +100 depending on the emitter unit
Higher tier AOEs now have stronger emission and wider range, giving you more of a reason to upgrade
Hanging lights can now be placed above objects,
Sprinklers now automatically water plants when placed near them. [
}AOE values can be set with the slider or by inputting a number (within the min and max output levels)
Noteworthy information.
Existing hanging lights you have placed will disappear.
Exploding appliances will need to have their AOEs adjusted to prevent them from exploding when loading back into the game for the first time after the AOE changes.
Money now includes pennies to allow for finer grain pricing.
AOE costs have been reduced making production more economical.
If a plant is within the range of a sprinkler, a small water icon will appear within the UI below the plant pot.
Bug Fixes:
Fixes to employees not boxing up products reliably.
Broken emitters start emitting again after saving and re-loading.
Broken emitters still costing money to run.
Emitters degrading in health even if the output was at 0.
Emitters starting to emit again if their output value was changed despite being broken.
Characters, products and walls spawning in a white material if a heatmap was active at the time.
Emissions from residual sources costing the player money (e.g. from a chemical station).
Translation error shown for Toxicity in the stats (plot expenses) breakdown menu.
Clear and Moon object menus showing despite not unlocking the a necessary Refiner machine.
Part of the Artificial lights models going invisible if placed next to a wall and viewed at a certain angle.
Particle systems not playing upon re-loading the game.
Some particles not pausing when time is paused.
SFXs and Ambient noises not pausing when time is paused.
Cleanliness heatmap not updating in real-time.
'License Unlock' UI continuing to show over the objects menu after selecting an un-related room.
'All Products Available' business star has been fixed.
The special client's reward item name is now shown instead of it's prefab name within the map.
All Steam Achievements are now working:
QOL:
Lowered door SFX volume by 50%.
Made unstable appliances more obvious with additional UI.
Extending cleaner search area (for cleaning dirty floors).
Vomit and Urine only degrades the surrounding area once (not constantly) but to a greater degree.
Re-balanced AOE requirements for production.
Your restaurant is going to blow up.
Hello folks!
No silly jokes or playful tone here.
Next Monday we plan on updating the AOE systems and emitters so that they all have different functions, costs, and upkeep.
Now, to some that's a "Woo yeah" but others may be thinking... 'hold on, what happens to our current aircon units that are currently cooling our grills?"
Well, that's the thing! The functionality of heaters and aircon units is going to change,
So your grills will blow up.
they will blow up because whatever you are using to set their tempreature, will change in functionality.
Now, there are multiple ways to solve this;
You can remove your grills before the update lands. (recommended)
You can pause within the 30 seconds it takes to for the grills to explode ingame and adjust them when the update is live.
You can take the L and just let them explode. (not reccomended)
I will leave the decision up to you!
What we're working on #2
Hello Kingpins, to keep you all in the dope loop here's a (non-exhaustive) list of what we are currently addressing as we cook our way up to the 1.0 release!
Throughout Early Access we've addressed many AI issues, increased performance speeds by over 60%, and addressed tons of little miscellaneous issues all thanks to you guys and we're going to continue working on getting ourselves out of early-access.
Currently what we are working on;
An area of effect update. Fixing and balancing the environmental emitters
A quality of life update addressing deliveries
A balance update, making the early game a little more forgiving
General bug fixing, each update will likely be packaged in with fixes however there will be updates dedicated solely to fixes!
A UI update, something that we've seen time and time again in feedback, something we need to address before....
1.0! The cocaine update, including all equipment, building materials and storylines!