Final Profit - Official Selection for LudoNarraCon
Announcing that Final Profit is part of the Official Selection for LuddoNarraCon 2024!
The full line-up of games & speakers can be found at https://www.ludonarracon.com/ The festival will run from May 9th to 13th, see you there!
Final Profit 1.2.1 Update Available now!
Ahoy! And welcome to 1.2.1!Okay, I know I said I was gonna focus on 1.3 next but getting distracted with fun new stuff is part of the deal as far as I'm concerned (don't worry, 1.3 is still very much underway).
Introducing Enterpriston shop staff!
This has been requested a lot. There are 3 new shop workers available with this patch, 1 can be active at a time and they can be hired and fired at will once unlocked. Each has their own progression system and they all scale differently and have different strengths for you to discover.
They earn XP by watching you sell products, and then will sell their own products while you are out of the store (as long as you've stored money for their salary). The speed, amount, and type of products depends on a variety of factors such as their level, your automation pillar speeds, and product tiers. The amount of XP needed to max each one out is quite high and not intended to be completed in one playthrough, the XP carries over into NG+ to accommodate this.
The most easily acquired one is Vend, who was the previous owner of your shop. She becomes available when it's time to leave Enterpriston in the story.
You're invited to the Commodity Pavillion!
A new building has popped up where the commodity traders used to hang out, now they have room to set up stalls of their own. You can see what each vendor has to sell! Alongside a new intro cutscene, hopefully this will encourage players to engage with commodity trading in the late game.
The hunt for secrets continues.
There's been a lot of activity in the discord since the last patch from players trying to solve the new secrets. Some have been figured out, but others are still being actively investigated. This has been awesome! I enjoy it, you all seem to enjoy it, so I'm adding another this patch. There is a new secret this update that is on a similar scale as the the ones that remain undiscovered. Good luck!
Changes:
Adjusted some flavour text revolving around Vend.
Added a new face set for Vend.
Added 3 Enterpriston Staff that function similarly to Batnik (but much more involved).
Added a new cutaway scene
Added a new gameplay sequence after Biz passes out at the start of the game ("This new segment is designed to show new players that the game has more to offer than may be apparent at first, I don't want players to stop playing in Tutetown because they think that's all the game will be. It also let me add a bit of lore for Vend.")
Improved 'Lord of Business' text sprite and added animation
The Representative will now explain that tax strikes are cleared upon successful payment the first time it happens
Added digit grouping (commas) to tax vault windows ("Much easier to read")
Added some flavour sprite variation to the new staff NPCs
Updated track: The End Of Business ("This track never sat right with me before, I had to rush it really close to launch, but it's used at a critical moment and needed more oomph. So I've spruced it up, now I think it's awesome.")
Updated patron list
Updated gold hud to make the commas more readable ("Turns out a lot of people didn't realise the little knibs were meant to be commas, hopefully now that should be more clear")
Changed some backend stuff so that I can use permanent upkeep as a consequence in choices (only 1 exists currently) ("Oh boy do I have some mean plans for this")
Added a miniquest to fix the lights in the apartment building
Adjusted sidebar popup notifications so they appear slightly quicker and will also fade out before overlaying the UI at the top of the screen
Adjusted Port map (this is to accommodate a new building, it also makes the apple on this map harder to get)
The Mayor of Oil Town will no longer leave his position in the Squeaky Lagoon sometimes.
Added new map: Commodity Pavillion
Added a new way to engage with the commodity system
Added a short intro cutscene to introduce the commodity system ("This is another change to try and help direct people to stuff to do once they reach The Capital")
Added stat pages in the ledger for new staff members
Added stat pages in the ledger for old characters who could be considered staff members
Slightly altered some frog behavior ("During the ongoing secret hunt some industrious players began to think that a particular frog was involved in the secret. It was not. However I liked the crazy stuff they managed to do with it so much that I've made it a feature.")
Added digit grouping to numbers involved in the climax
Added reminders on the dog and bee upgrades after purchasing them
Owlet Lich will now activate it's bonus health siphoning from any HP regen source
Added a seed count display over the shop pots ("An excellent suggestion from a player. The shop pots are often a point of confusion, this may help ease some of that.")
Reduced size of text for coffee portal
Added a new secret spell
Bug Fixes:
Fixed an instance of large text getting cut off in birds hate you mode.
Fixed a bug with the Enterpriston side train door that allowed the train sequence to be reentered
Fixed a missing apple count flag under specific circumstances
Fixed auction real estate dialogue triggering when you didn't have enough coin
Hotfix roundup:
Fixed getting stuck slow after getting Magna's Axe if you hadn't unlocked any boots.
Fixed Mr. Tony's max stocks displaying 0 (actual number was correct)
Fixed a bug causing the screen to lock during a new minigame
Fixed lighting in Batnik cutaway scene
Added a tiny easter egg in NG+
Fixed new minigame not resetting correctly
Changed the way move routes are handled for 'new business' events so they don't get stuck or loop
Changed the info text about swapping customer upgrades
Added a new map for a cutscene
Added a plugin that adds a 'back' option when using the name entry field
Fixed an error with calculating one of the optional customers total spent stat
Fixed horse trading cancel choice defaulting to trade all
Added extra dialogue if trying to leave Tutetown while saving up for the debt or to move on
Made name entry accept some other varieties during a certain quest
Fixed stock arrows always being stuck on down
Fixed bakery number display not always updating
Fixed one of the bread traders labels
Fixed stock influence text not returning to default on expiry
Sprinkled some lighter tiles throughout the trial of the Minappletaur to catch the light better, also lightened the tileset in general
Reordered the passive income processing so that upkeep is subtracted after income instead of before
Fixed an exploit that could cheese a new minigame
Updated a performance plugin
Added 'x minimum' text to exchange all windows for tokens
Fixed some typos
Added an explanation choice to the maintenance board
Added a new shop cosmetic from rabbit holes
Added a line of upgrades for rabbit burrows
Changed spirit child's first upgrade implementation so that they won't interupt sales
Added a new option to reduce the on screen information and feedback while crafting, may improve performance
Added a way to escape a new horse location if you find your way in there early
Added a plugin that (hopefully) makes playtime more accurate
Added a screen to the end card showing playtime, steps taken, save count, and challenges active
Disabled the sleek gauges plugin because of a couple of bugs it was causing
Added segment lines to gauges
Did some unholy sprucing to the menu fonts
Expanded ending: The Law
Added a plugin to make wobbly text
Added a round total when one of the secret customers leaves
Added digit grouping in several places
Added a staff section to the ledger, as part of the stat section.
Changed category font for ledger text
Wow! Some pretty cool stuff huh?
Thanks for playing!
Please help spread the word about Final Profit by telling your friends about the game! And consider leaving a Steam Review.
Support future content updates on Patreon. Join the community on Discord. Also there's a website.
Final Profit 1.2 Update Available now!
Ahoy! And welcome to 1.2! This update has been in the works for about four months, it took me longer to put together than previous updates because this one has SO much in it. I'm going to keep some of the changes secret which is a terrible marketing move because there's some really cool stuff included that I'm proud of and want to show off! But I think it will provide the best experience for players if there are some surprises, so please make up for my foolishness by convincing others to check out the game!
The most obvious feature is the visual overhaul adding lighting to the game. This is what took the bulk of my time as I went through and manually painted the light values onto each map, as well as adding light sources to existing events and adding new light props to be used as diegetic light sources. For those who prefer the original look there is an option to toggle lighting on or off. But I do hope you'll like it!
Also, I got my hands on the Freeplay award that Final Profit won! A cool design by Lara Chamas.
Now let's dig into it.
Changes:
Overhauled visuals throughout the whole game, adding lighting
Added a bunch of new Apple Treasure Chests.
Added some new Relic Eye locations.
Added 4 new songs ("Also added to the OST available separately on Steam, plus added the existing Gameover track")
Added 2 new secret customers
Added 11 new locations: Including Magna's Sanctum, Worker Lodgings, Records and Accounting, The Bakery, Ancient Sanctuary, and more!
Added 4 new achievements: Butterfly Hat, Old Magic Undone, It's Bread, and 50 Apple Treasure Chest.
Added new Patreon patrons to the Patron list.
Added a new wing to the upgrade store for the lategame optional customers, they each have 2 upgrades like regular customers do.
Added a vine growth spot near the Famine Memorial.
Updated the Famine Memorial map.
Added some extra text to Pixa's Gem item description.
Added popups when collecting seeds. ("The mechanics of growing fruit and seeds can confuse some people at first, hopefully this will make it more clear what the benefit of letting plants grow to seed are.")
Added reminders to get back on track with the plot in The Capital that trigger in Enterpriston.
Added a more noticeable animation to the training minigame targets.
Added an option to toggle the new seed popups.
Added a new level reward questline.
Goalie now tells you if you have unspent GG points when talking to them in the shop.
Changed the graphic of the fish scanner to make it more obvious that it can move up and down. ("It seems a lot of people weren't realising that they could move the scanner while fishing, which made the minigame feel a lot more tedious")
Added an option to disable the text skip button by talking to the NPC who explains how it works in the Information Centre.
Added a new hidden shop skin
Magnolia no longer moves behind the tree in her backyard ("Magnolia is a really important customer and her move pattern was making her duck behind the tree straight away when entering the zone, making it more difficult than intended to find her")
Added 2 minor missable easter eggs in very specific points of the story. ("Both very short windows to encounter")
Altered the effect of the Greedy Apple accessory, and changed the item description to account for this.
Added "Help!" text above Finnjamin when he is lost ("This should make it easier to spot him")
Auction zoom now lasts longer and zooms further
The main token exchange NPC now has "Exchange" text above them ("It wasn't super clear that this NPC had unique exchange options when the other 3 had text above them and this one didn't")
Added "Pick up" text above all curtain cosmetics in the game. ("These often looked like part of the background, this was intentional but I'd rather players actually found these")
Added an upgrade for the Time Pineapple
Added a set of horse themed cosmetics for the Biztorium
Added visions to help find the bees if you reach the beehive without all 4 found.
Added a new hidden area.
Changed the interaction with the slide in the City Markets to activate on touch rather than on interact ("Because apparently people don't try clicking things when they get stuck")
Added 3 new Basket cosmetics for the Biztorium ("With associated new screen VFX as all baskets have")
Added a new Accessory line, the Gift of the Fae ("Along with lesser and greater variants.")
Added a mysterious door to the start of the game
Added a line when One introduces you to your office, explaining that looking for new ways to make money at this stage is up to you
Altered how much a decision regarding Mx. Two effects One when it counts
Paying off Faeona's debt now alerts the player that the Palace has become available for purchase.
Dramatically increased the cost of rental maintenance ("Money becomes a bit too easy in the late game, I want to reign that in a little, there are other adjustments in this area to smooth out the progression better")
Changed the price of stock influencing from 20k to 30k, and the ticks gained from 40 to 30
Added some extra animation to a cutscene involving One and Mr. Four
Added some extra jumping spots around Lake Liability that lead the player into a position where they can see more clearly that there is a path towards Castle Marx ("Players usually find Castle Marx on their own after paying off the bee blocking the path, but occasionally they turn around without jumping across the lake and then forget about it. Hopefully this will provide those players with a way to remind themselves that there is a location they haven't found a way to yet")
The rate at which upkeep increases now accelerates the higher it gets
Refrain will now tell you to talk to her again for buff explanations the first time you unlock one.
The music in the first auction now changes if you accept the loan
Added alternate dialogue if you've saved up enough coin before meeting Batnik
Magnolia now counts for the old lady accessories
Added a 4th option when deciding how to handle bringing the train online
The Gem of Displaced Restoration can now be used in the climactic confrontation
A certain auction NPC will no longer bid when they are deceased ("too spooky")
Changed the "Table Full" text to "Collect Ale" when there's 5 free Ale available on the Tutetown table.
Streamlined the crafting systems to hopefully improve performance ("They're still not perfect but it seems to be better than before")
Added dialogue when buying the Auction House indicating that you can go inside
Increased the necessary fungi to complete one of the Tony quests from 5 to 6
Changed the graphic for the sign outside Enterpriston
Changed the Capital Stocks minimum and maximum prices when unlocked.
Added a set of upgrades to improve the Capital Stock prices, as well as reveal the limits.
Added a witch hint about collecting dividends
The large fire collectables in the Lava Place will now have a popup indicating that they give +3 ("This was already indicated if you watched the score, but in the moment players aren't looking at that so this way makes it much clearer that they are more valuable, which can lead to more interesting route planning")
Something is happening in the Horse Dimension
For accessibility reasons, keys that were previously always locked can now be rebound. ("Just be careful not to unbind things necessary for UI navigation and leave yourself stranded! Though if that does occur you can still use the mouse to interact and fix it")
The Time Pineapple now also speeds up slow automation products in progress ("Just ones in progress and just until they land")
The customer found SFX will now play when rescuing Finnjamin
Improved the sprite used for Margothorn's hat collection
Biz will now direct the player to the Inn when trying to sleep in the ratty bed in Tutetown ("Often at the start of the game when players are trying to figure out how to recover HP and MP the first thing they try is sleeping in the bed, now when they do the game will direct them to where they need to go")
Added 'best crit chain' stats to each product ledger page
Changed the numbers in the VenDRANK! text description
Moved where the last purple skeleton is slightly so they can be clicked with the mouse ("Mode 7 be crazy sometimes")
Sewer rat squeak pitch interval now changes by 3% at a time instead of 1% when interacting successfully
Changed the Witch hint regarding rats
Added a Portable Ledger item available in the late game
Biz now says something different when picking up Economic Incentive Tokens around The Capital if the system has already been unlocked
Added game version info to the end of the credits panel
Changed the graphic for Batnik's oven
Changed the move route for a boy in the City Markets so he won't stray too far away from his start position
Tall Horse in the shop now turns when spamming them
Adjusted what the Collector says when talking to them with an Apple count between 25-50
Added an option to toggle lighting on/off
Once the larger tax input field has been activated once it will remain active permanently ("This was previously meant to scale with how much tax you required, but late game players asked for it to become permanent. I didn't want to make the large input field the default because the huge number is both daunting and harder to process in the early game, this way covers both sides")
Changed the Mana Flame light cosmetic to stay blue rather than cycle through colours.
While taking the generous path with the Artist questline you can now check the rejuvenation level status at the Artist's computer.
More horse things.
Added a secret easter egg.
Increased Odina's walk speed in the train flashback.
Added a new witch hint.
Slightly adjusted an old witch hint.
Added a way to escape if you get boxed in by the King during the first auction.
When the Ring of "OH NO MY STOCKS!" notifies you that your dividends are full it will now also create a mail icon under the gold hud that will stay there until dividends are collected.
Added 2 new accessories.
Disabled Apple Slice in the Market Toilets ("No more shall you cheat your way out of washing your hands, the Apple did not approve")
Tax and loan input now checks gold at the time you input instead of just when opening the vault
Existing Tea stock is now surrendered when beginning the 100 tea quest.
Added a new tier of fullness that Bucks Mana plant can reach which also changes how it works.
Reduced animation frequency when interacting with Bucks Mana plant.
Added a new hidden upgrade.
Mr. Craft will now be alarmed about fire.
Changed the animation associated with gaining Economic Incentive Tokens, and reduced the volume of the SFX.
Crit notifications now only show the final chain amount
Added a separate toggle for Economic Incentive Token popups, instead of pairing it with the Crit toggle
When the 2 bee upgrade is selected, the second bee will now operate on its own loop counter instead of both bees sharing the same one. ("This effectively doubles how much VenDRANK! they will buy")
Adjusted bee move routes so they don't cause traffic jams
Increased the limit of effectiveness that bee loops can generate in NG+
Shrunk the glow around the Mana Orb sprite so it doesn't clip around the edges
Reduced the volume of the SFX that plays when casting a spellbound spell, and also added variation to the SFX
Slightly adjusted some flavour text when interacting with the oldest Queen's grave
Locked the craft bee upgrade behind having unlocked easy wax
Increased how quickly Upmarket Coffee's purchase speed is sped up under the effects of the Time Pineapple and gave it a 'speedy' looking sprite to match.
Added a bin outside the Squeaky Lagoon ("Most alcoholism quests were designed with Enterpriston's Underwalk Pub in mind, now there will be a bin available if this quest occurs in The Capital")
Added floating text above vending machines indicating how much coin is available to collect
The Collector will now provide a hint if talking to them while looking for a suitable vessel
Horse things
Added a 30 frame cooldown on the L.I.P. animation triggering ("This should improve visibility in certain locations where it was triggering a lot")
Slightly buffed the coin rewarded from the trial in the Labyrinth
Integrated lighting into how the trial works.
Added a 1 second pause after interacting with Orange Salesmen to allow time to escape if 2 corner you
Added a dust particle visual effect to the Tutetown store
Added an Owlet Lich upgrade after maxing out the Owl Lich
Changed item descriptions on the Loot Bag and Battlepass
Added a popup to notify when Commodity Traders max stock increases ("The way this works is quite obtuse, hopefully this makes it more clear how to utility the traders to best effect")
Updated sprite for the Apartment Garden pillar
Stats in the menu now display in relevant colours
Changed HP and MP menu bar colours
Added an extra set of face sprites for Rebertha
Changed the nameplate for the entity in the Deep Lava Place from ??? to Dimensional Entity ("Most players find this before they're allowed in, being told to come back later. But it was unclear when that should be without knowing who this was")
Shifted the price of couch cosmetics so there are cheap options
Added a kick animation when the Bouncer kicks the Loot Goblin
Added a new hidden side quest to Tutetown that can help speed it up ("This is very hidden, it's not intended for regular players to find this. It exists as an option to help speedrunners get through Tutetown quicker")
Added an entrance to the Underside (sewers) from the Underwalk Pub ("I would always come out the teleport and think it would be nice to walk straight up into the sewers, well now I can!")
Added a minor new thing that you can do in the Underside
Changed the VFX in the Underside
Removed one of the chairs in the section of the train that is a sneaky walkway to better imply that it can be walked through
Scanning a certain royal will no longer work after they've lost royal status
Bird will now say something if you talk to them in the sewer while Relic Eye is active
Reduced cloud cover in The Capital
Changed the dialogue with Goalie if you try talking to them at the meadow with 0 goals complete ("directing the player to talk to them back in the shop")
Scanning King Bean when you learn Sense Royalty now counts towards having scanned them for the collection
Lowered title screen BGM another 5%
Lowered the volume of Cora's theme by 20%
Added a new accessory
Added a small line of dialogue to something the Bird says early in the game
Added a minor easter egg to Faeona
Adjusted the fixed camera position upstairs in the shop to accommodate the VenDRANK! compressor
The shop skin hammers will now have "Skins" text above them
Changed that one annoying shadow in Fae Creek that everyone brings up.
Reworked customer upgrade backend to make it easier for me to work with them.
Added 2 new plant slot cosmetics.
Added light emitting butterflies to certain dark maps. Sometimes they will follow Biz.
Added some tall buildings to the left side of the Auction Plaza ("These are just environmental to work with the new shadow and lighting effects")
Added some tall trees to the Faeona Slums
Added a reminder that autosaves exist when getting the 'Too Soon' ending.
Added 2 new recipes to the accessory combiner. ("One of these is the long promised percent based passive income accessory")
Added the new recipes to the combo spoiler book.
Added a questline to combine utility accessories
Added extra props to various locations to be used as diagetic lighting.
Added a real estate purchase event to one of the buildings with a new interior to indicate that it can now be entered
horse
Rewards pulled from rabbit holes now scale with crit
Added 6 missing items to Minto's Hoard
Added a new easter egg
Added a new spell ("This is very hidden, good luck")
Firing the Taxman is no longer ruthless
Added some minor flavour dialogue when buying the last property
Rerolling a complete goal will now warn you and ask for confirmation
The Taxman will now clarify that you only have to worry about him while you're in the store, he'll do this the first time he collects
Added a secret related to Refrain that leads to unlocking Buff Stacking
Certain choices now effect max stock prices
Added another new section to the upgrade store, and a new way to access the upgrade store in the lategame
Stock prices now change twice as fast
Added up/down arrows next to the stock hud indicating which way the price last moved
Added yet another new section to the upgrade store
Added a way to toggle customers on or off individually
Added a VERY secret new location, with a weird new minigame
Added additional playtester credits
Bug Fixes:
Fixed some typos
Fixed Dr. Three getting stuck in a certain scenario.
Fixed some interactions with one of the hidden Artist locations in the late game.
Fixed a bug where party members would join the party when they shouldn't. ("This one had been haunting me for so long but it's finally solved!")
Fixed Craft Bag 1000 quest triggering during hide and seek.
Fixed the Craft Bag craft box changing when the 1000 quest was triggered rather than when it concluded.
Added missing entry sound for Patron in the shop.
Fixed a sign that was displaying the wrong graphic under certain conditions.
Fixed King Bean's name appearing above his portrait before we learn his name.
Fixed certain post-Enterpriston customers not counting towards the Chicken Run achievement
Fixed Large Gems granting passive income at a time when they shouldn't
I think I fixed a soft lock that can occur in NG+ in the Craft House
Fixed an issue causing Goalie text display to sometimes not update a couple short of reaching the goal
Fixed inflation tier Upmarket Coffee not being the correct price ("omg it's been hurting your profits all this time! Well, it was still very profitable, just not as much as I intended.")
Fixed Goalie Goals note giving free booze when the goal is exactly 10
Fixed a short holdup that would sometimes occur when leaving the Underwalk Pub via the barkeep node
Fixed text events blocking interactions in Minto's Hoard
Fixed a bug with Patron's stat page
Fixed VFX load triggers sometimes not occurring when entering the shop
Fixed ending achievement flag missing from Subjugation Ending.
Removed a testing square in the horsecut that had some serious sequence breaking potential! ("I'm glad none of you managed to find that one")
Fixed being able to recruit a certain customer when they were already dead.
Fixed Mana not going towards Odina's Mana Pool when buying bulk hats.
Fixed a bug with the Apple house sign.
Fixed egg counter in NG+ being 1 short
Fixed an issue where the display for Ale gained from Goalie was wrong AND the calculation was also wrong ("but different wrong, it was so wrong")
Fixed a bug that was limiting the performance of bee loops in NG+ ("tee hee bees were bugged")
Fixed name on Squeaky Lagoon sign after buying it
Fixed some missing jump locations in Lake Schedule ("These were inconsequential")
Fixed some instances of D'vard reading as Dvard
Fixed some tile errors in the Faeona Outskirts tileset
Fixed Mat of Tribute upgrade labelling
Fixed one of Chester's upgrades not charging the correct amount
Fixed Trisk saying some things she wasn't supposed to sometimes
Fixed some real estate signs in Faeona saying ??? after buying them
Fixed it so that you can buy Large Gems when required without being on the Council
Phew. This was a really big one. The patch notes alone took me many hours to put together! Hope you have fun!
Thanks for playing!
Please help spread the word about Final Profit by telling your friends about the game! And consider leaving a Steam Review.
Support future content updates on Patreon. Join the community on Discord. Also there's a website.
1 Year Anniversary!
Ahoy! Wow! A whole year since launch! Let's talk about it.
To date Final Profit has sold 3,691 units on Steam, plus in the Yogscast Jingle Jam around 46,000 units were given away as part of the charity bundle. With 197 Steam reviews from people who bought the game, and a further 65 from those who received copies either through my efforts to promote the game or through the charity bundle. Though still not a single metacritic or opencritic qualifying review which is a bit annoying but what can you do? That RPG Maker stigma is strong yo'.
These aren't bad numbers for the first release of a solo indie dev, the game has recently been dipping its toes into the top 3% of daily Steam sales. Though that gap in the top echelons is significant. Awareness continues to grow, and I know the game can keep doing better because it's darn good! Growth has been almost entirely through word of mouth, so thank you and please keep it up!
Final Profit has been up for a fair few awards lately which is awesome to see! Last week it won the Wildcard Award at the 2024 Freeplay Independent Games Festival! Which was a category the judges made for Final Profit specifically because it surprised them with it's quality and they really wanted it to be recognised since the two categories it was nominated for went to other games (Narrative and Emerging Developers). I think Wildcard is a very appropriate category for this game, I'm sure everyone who's played it would agree. I also recorded my acceptance speech so check it out if that's something you're into.
It's also still up for Excellence in Design at IGF which is fast approaching! I don't know how it's gonna go, but standing next to some really high profile games (Chants of Sennaar, Cobalt Core, COCOON, Cryptmaster, Isles of Sea and Sky) in this prestigious event is extremely cool on its own.
I was recently interviewed as an IGF finalist for Game Developer and I highly recommend you check it out, the questions were great and they showed an awareness of the game that allowed me to really dig deep with my answers.
Now I'm sure you all want to hear about how 1.02.00 is coming along. I really wanted to have it ready for this anniversary, but it's still cooking. I've had a lot of bad health days the past few months that have slowed me down, but it's nearly done! The lighting work overhaul is complete and most of the gameplay systems are either done or nearly done. Private playtesting is currently underway on the game's Discord, this is open to members of the community who have been active and are reliable and interested. There's a lot of new upgrades, the level up reward questline, new customers, new equipment, new cosmetics, new maps to explore, new easter eggs, new secrets, new side quests, and lots more!
Thanks for playing, and for all the continued support!
Please keep spreading the word about Final Profit by telling your friends! It really is a huge help.
Thank you all for playing the game and spreading the word! There's been growing momentum recently starting with an influx of players from participating in the Jingle Jam collection, followed by a bump from the Winter Sale, then a fan's review on Reddit that blew up, currently doing very well in Steam's Capitalism and Economy Fest, and now this recognition through IGF!
The vast majority of this momentum has been due to word of mouth, I am so grateful to the fans for being such great advocates!
Work on the next update continues. The scope has grown significantly so the number is being bumped up from 1.01.04 to 1.02.00. The live development log can be followed over on the game's Discord alongside discussions that are shaping where the game is heading.
There's also been a bunch of new Patrons helping to support continued updates.
2024 is starting quite strong. And it's not that far off the game's 1 year anniversary in early March. Looking forward to it!
Update: Crit Rework
Ahoy! Welcome to 1.01.03. A smaller patch this time mostly focusing on quality of life features and balancing. The major change is the Crit Rework which will make crit builds feel more valuable and satisfying in the lategame when you can pursue higher stat values. It's worth noting that the change will only be felt once you have enough crit to start getting reliable crit chains.
Changes:
Updated Patron name list with new Patrons.
Added a Mrs. Five heckle line.
Finnjamin will now turn towards you once when entering his room (for people who thought he was a beanbag).
Added a recurring prompt to go to the power plant for the first time.
Very slight change to wording when you meet Pixa.
Stock relevant buildings now require access to the appropriate stock to purchase.
'Any new business?' text option on clerks is now coloured when it appears.
Uncollected vending profits are now displayed when you exit the store if they're unlocked.
Added commas to profit display when leaving the store.
Buying stock influence now works for a set amount of ticks instead of lasting indefinitely. Effect can be stacked with multiple purchases.
Tutetown upgrade dolls will now remind you what their effect is by interacting with them after purchase.
Crit Rework:
Crit backend logic completely rebuilt to be more robust.
More detail added to crit explanation in the player stat page of the ledger about how crits work.
Crit Chains are now indicated when they occur in the popups.
Capped the max Crit Chain amount to prevent infinite loops at high crit.
Reworked the Merchant's Cunning equipment to increase the chance of crit chains, and reduced it's crit stat from 3 to 2.
Bug Fixes:
Fixed a visual glitch with Elora.
Fixed treasury resetting if unlocked in certain order.
Fixed a relic that wasn't counting towards it's area total.
Fixed the capital relics having 1 too many and enterpriston having 1 too few.
Hotfix Roundup:
Fixed challenge status info showing bird mode on when tutetown grinding mode was on.
Fixed magnolia's new ending occuring when it shouldn't.
Fixed ambient bird in enterpriston entrance not reacting correctly.
Added some extra birds.
Fixed a bug with elora.
Thanks for playing!
Please help spread the word about Final Profit by telling your friends about the game! And consider leaving a Steam Review.
Nominate Final Profit for the Steam Awards (please)
Ahoy! Steam Award nominations are up! This is a player driven event so if you've enjoyed Final Profit now is your chance to send it some love and help spread the word!
Let's coordinate our efforts! I think Most Innovative Gameplay is the best fit so that's what we're going for!
Thanks for all the support!
Update: Challenge Modes
Ahoy! Welcome to 1.01.02. The major new feature this patch is Challenge Modes! These are flexible and unusual modifiers that you can apply to new saves. There are currently 4 options available and they can be mixed and matched to customise a playthrough's challenge. There are also new achievements tied to completing a run with each challenge active and 2 new early-endings that become available through one of them.
Here's a devlog where I talk about the new challenge modes and some other things in the patch.
Full patch notes as well as a hotfix roundup below.
And a big thank you to new and existing Patrons! The support is greatly appreciated.
Changes:
Added Challenge Modes.
Added an easter egg interaction in the Auction House.
Moved the Total Relic Eye stat to the Other Stats page from the Faeona Stats page.
Added individual stat trackers for Relic Eye in each major area's stat page. (this is not retroactive)
Added a new Relic Eye object.
Added a couple of easter egg interactions with the Artist.
Added a new matter of business that can be triggered in The Capital.
Added notifications when new pages become available in the Ledger.
Added 7 new achievements.
Added 2 new early-endings.
Bug Fixes:
Fixed spelling error on MassDRANK! intro.
Fixed VFX during Refrain flashback.
Fixed missing lake jukebox sprite.
Fixed one of the Relic Eye objects not counting towards the total.
Fixed text saying Odina grabs toilet paper when Elora does.
Fixed a fence clipping issue in the Graveyard.
Hotfix Roundup:
Fixed some missing logic for interactions in the Goalie Heal talent tree.
Fixed an error with Goalie Heal 1/4 logic.
Thanks for playing!
Please help spread the word about Final Profit by telling your friends about the game! And consider leaving a Steam Review.
Ahoy! Welcome to 1.01.01. This patch is almost exclusively focused on the new talent system to improve Goalie Goals in the late game and add a degree of control and customisability to how you use them.
Here's a devlog where I talk about the new system and my design intentions.
Also included is a list of hotfix changes that were already live but not in the last patch notes. Notably, text boxes with face sprites now display the characters name.
And a big thank you to the new patrons! Every new bit of support helps me feel more secure in continuing this work.
Changes:
Adjusted layout of ledger windows.
Lowered title BGM volume by 5%.
Updated Biz' mana charged sprite.
Added new map.
Updated Patron list.
Changed the wording on some Goalie Goal rewards.
Made the explanation of some Goalie Goal rewards more clear.
Added Goalie Talent system.
Added the Gem of Displaced Restoration.
Goalie now appears near Tinto as well.
Bug Fixes:
Fixed a bug where Garganna buying an extra item from the hat accessory wasn't counting as the right item.
Hotfix Roundup: (These were already live but not in the last patch notes)
Updated balloon sprites.
Fixed DPA fine not always working.
Updated fishing UI.
Fixed Faeona HUD not appearing when entering via the Royal District.
Added commas to second boots price.
Fixed text in Patron's house using their old name.
Added alternate dialogue to "crime doesn't pay" if in fact, crime is paying.
Fixed a minor typo in the Fowl House.
You can now ask Boat for a vision to find the seed bag upgrades.
Added face sprite for The Living Owl.
Can now become a Slumlord.
Added something in the upgrade store to subtly suggest how to get the 9th customer.
Updated the level up text.
Updated jukebox sprite.
Fixed an error in the credits page.
Added Goalie to epilogue scene.
Added name boxes.
Removed balloon test spot (oops).
The shop open/close item can now be used to open the shop from inside.
Fixed shop pots 2 and 3 not allowing you to plant seeds you owned manually.
Added commas to the price of the final property.
Seed purchase input window now is 4 digits instead of 3 if your seed bag is big enough.
Added an extra box to the box puzzle room to indicate they can be pushed back that far.
Fixed some slightly wrong (but not broken) logic on apple chest 11.
Moved sewer hint to a more obvious place.
Fixed a rare bug where the tea factory intro cutscene could lock up.
Thanks for playing!
Please help spread the word about Final Profit by telling your friends about the game! And consider leaving a Steam Review.