To continue playing alpha 10, you should switch to the "Legacy" branch in steam, click here for example.
What’s new?
Graphical upgrade
During the development of alpha 11, Lasse, who made the current character model, joined Coredumping and increased the company size to 2 people. He’s already begun improving the art style and creating new art for the game. Here are some of his massive upgrades over the previous programmer art:
Hardware inc.
I finally caved to the most demanded feature request and added hardware manufacturing to Software Inc. To be honest, I just decided to add conveyor belts to improve the product printing aspect of the game and hardware was a simple shoe-in at that point. Hardware adds an entirely new layer to console and phone development, and greatly improves the potential of mods.
Unlock new furniture rewards
Software inc. has gotten fairly big in terms of game mechanics over the last couple of…*checks date*… Many years! So, to avoid people only seeing a small part of what the game has to offer, I’ve added a new reward system to guide you through the game’s mechanics. The rewards are not gating any major features, can easily be unlocked and persist through all save games. I’ll definitely be adding more as I come up with ideas for rewards…
New tools to create your dream HQ
Style panel
Picking the colors and materials of your software mansion has become a lot easier with the style panel. I’m hoping this change will result in a lot less default grey rooms in your screenshots!
Rounded and smooth walls
You can now stretch walls into circular shapes and smooth over any hard edges.
Temperature, security and acoustics
Building your office in Software Inc. brings forth new challenges for you to plan around and overcome.
The new temperature regulation system means you can build rooftop ACs and distribute cool air throughout your office through inconspicuous floor grills and/or plop down electric radiators in every single room until your electric bill explodes. Just make sure you don’t watch it all go up in flames due to poor fire safety and lax security systems. Or just get it insured, maybe, I don’t know.
You may also notice a slight echo when placing down the first table in your new office. Big empty halls will now be a horrible place for your employees’ ear holes, but luckily, it’s easy to combat with some well-foamed walls or well-furnished spaces.
Overhauled software development system
The development system has been completely revamped to promote creativeness, make research more interesting and make interdependencies clearer. This change will also have a huge impact on the "update"-update, which you can read more about below.
This change adds the notion of tech levels that are researched over the years to unlock better technology for existing features. Target demographics are now simulated in the form of submarkets, which will impact which features you should pick for your software. Frameworks have been added, which allow you to speed up development by reusing old code or licensing it from competitors. Finally, special features have been added to the game, which contain small scripts to alter the simulation in unexpected ways, fully moddable!
New employee education system
Your employees' educational specializations are now split up into 3 stars, which limit which features they can work on, and their base skill in each role now fully controls their effectiveness and how much quality they can add to a product. You can easily send multiple employees out for education and you'll finally be able to queue up several courses at a time.
Your development staff aren't the only ones with fancy degrees anymore, as leaders now have their own specializations, which control which managerial tasks they can perform, and the Support role has been split into Support, Marketing and Legal, each with their own specialization level.
Publishers
You can now get help with funding, marketing and distribution through the use of publishers, if you're willing to part with a percentage of the profits.
The future of Software Inc.
Immediate future
After keeping up with support for this release, I'll start working on the "Update"-update. This update will include the ability to release updates and extra content for already released software and, in extension, the ability to sell your software as a subscription service. My plan is to push this update out as part of Alpha 11. Which is to say it shouldn't break save compatibility, but I can't guarantee anything at this point.
I expect this update will take a while, as it touches a lot of core systems, which was written anywhere between now and 5 years ago, and it will include a lot of new UI work/rework. So there'll likely be the usual major-alpha-testing-release 3-9 months radio silence.
Towards Beta 1
When the "Update"-update is out officially, the game will move into beta, which means no more large mechanical overhauls and more focus on polish and balancing. The first mechanics I want to tackle in beta are research, subsidiaries, project management and digital distribution. The research and digital distribution mechanics still have some work to go before being completely done and the subsidiary and project management mechanics seem like the usual suspects, when it comes to gameplay issues I see raised in the community.
Patch notes for Alpha 11.7.50 (Testing branch)
Component printers and assemblers will now automatically be grouped into assembly lines, which should result in less pile ups and I'm hoping it'll make them easier to manage.
Changes
Component printers and assemblers are now automatically grouped into assembly lines, which can be assigned to active printing tasks
Component printers in an assembly line are now stalled periodically when assigned to tasks that don't need them, avoiding extra component pile ups from other tasks that do
Updated Manufacturing tutorial
Missing recycler message is now only shown for assemblers assembling the final product
Added ability to quickly change room to pillar and vice versa
Added percent input field when selling stocks and changed percentage calculation when adding more shares, so it is equal to the amount of company share lost
Burglars no longer sneak while being arrested
Made furniture culling more aggressive when rendering shadows from the sun to improve shadow rendering performance
Added more variety to contract company names
Added new task filters to filter deals and contracts
Fixes
Fixed security getting stuck in sitting animation if going from loitering to standing guard
Fixed stock window breaking when player is worth less than $0
Fixed cases of staff being stuck turning around due to floating point precision error
Fixed employees sometimes being teleported to bus on load if bus was driving away when saving
Fixed bug where employees would skip elevator queuing entirely
Game will now display the correct error for snapping furniture when the room placement is invalid
Fixed rent data overlay not displaying unrentable rooms correctly
Fixed first loaded save after launching game generating nav meshes extremely slowly due to the low default minimum thread count in the .NET threadpool
Fixed game freezing for a while on big saves due to the aforementioned nav mesh generation issue
Doors and rooms will no longer have the inaccessible/blocked marker if they are in the process of generating nav meshes
Fixed cooks being stuck trying to get food to a tray with no food in hand
Fixed game freezing when placing furniture in rapid succession in rooms with lots of stuff, due to main thread waiting for navmesh generation to finish
Fixed room meshes not being batched correctly for shadowing, decreasing shadow rendering performance for complex buildings
Fixed rare cases where code that scales furniture to avoid wall clipping could end up scaling something, that was placed near a wall without clipping it, by a high factor
Patch notes for Alpha 11.7.52
Changes
Blueprints can now be grouped together
Added search + enter to build in blueprint window
Fixes
Fixed pillar tool breaking in basement
Fixed manufacturing panels not updating printer and assembler counts if they were hidden when new machines were placed
Fixed employees complaining about night shifts on the way home from work, if the walk home takes them into night shift hours
Fixed product detail window updating at the end of the day, right before all losses were calculated, thereby showing an incorrect loss value until re-opened
Patch notes for Alpha 11.7.53
Changes
SSR is no longer scaled by SSAA, which would cause a large performance drop when both were enabled
Fixes
Fixed RECOMPILE_DLL_MOD command throwing back the same cached compile result from launch
Fixed being able to place acoustic panels on top of eachother
Patch notes for Alpha 11.7.47 (Testing branch)
Changes
Replaced grass system with something simpler and more performant
Fixes
Fixed being able to place in-floor objects over stairs and elevators
Fixed selection detection for corner carpets
Made thread safety more robust for pathfinding and navmesh generation, to avoid furniture being marked as unreachable because the navigation mesh was still being generated
Fixed NaN progress in alpha stage, if employee with exactly 0% art or code skill was working both art and code
Fixed cases of data in list columns not being visible immediately
Alpha 11.7.48
Changes
Optimized grass shader
Most graphics options now default to lowest setting on intel graphics processors
Fixed some furniture textures causing darker furniture after being copied
Fixes
Fixed issues with staff randomly not being able to reach certain areas
Fixed grass being rendered through floors if mask is refreshed during early hours, due to fog
Alpha 11.7.49
Fixes
Fixed grass index out of bounds error
Build grid is now rendered through grass always
Fixed environment objects, such as lakes and houses, not being accounted for in navigation mesh when loading map, allowing people and animals to walk across them
Fixed pathing along actual paths not always being generated causing unpredictable pathing near paths, like walking too close to walls and going in and out of doors along the path
Fixed elevators randomly becoming unreachable since waiting area was no longer scaled when elevator is squished against walls
Patch notes for Alpha 11.7.43 (Testing branch)
Changes
"Upcoming releases" window has been upgraded to a full calendar view of all upcoming releases and deadlines
Added ability to only apply interior or exterior style to rooms using style panel
Rounded and Inverse corner carpets can now be placed on the same tile
Improved parking space and dead end avoidance for AI cars
Garage port can no longer be built on floors that don't have road access
Textures loaded from furniture mods are now compressed to preserve VRAM, but take a little longer to load
Optimized server wire rendering
Increased how far off pallet pickup and drop points can be from a pallet and still work
Optimized gamma handling
Fixes
Fixed AI releases being too centered on December
Made "Rooms inside rooms" error even less likely to occur when just free-building up against other rooms
Fixed furniture at edges of room sometimes getting lost when splitting room and undoing
Fixed furniture moving to mouse position when rotating while holding alt
Fixed style panel not working for furniture in Custom Map mode
Fixed people stepping out into the middle of the road if they have nowhere to go and the nearest exit is directly in front of the road
Improved loading order when moving company to empty plot, to avoid ID clashing
Fixed not being able to place multiple copied wall furniture in some cases
Fixed cases of server wires not lining up when server was placed up against a wall
Fixed reloading modded furniture not cleaning up old data from VRAM
Fixed progress panel on marketing work being incorrect when marketing options are not selected in order
Alpha 11.7.44
Fixes
Fixed pallet pickup points no longer working
Fixed saves having environment re-generated on load causing doubling of trees, water, plots, etc.
Fixed UI breaking when scrolling horizontally using pad or wheel in lists that are exactly as tall as there are items
Fixed calendar software filters not working when modded software categories contain no descriptions
Alpha 11.7.45
Changes
Made it so you can't select features that depend on a chosen tool, which does not support their specialization (Not relevant for vanilla software)
Made burglars more sneaky
Fixes
The game will now correctly identify if an area outside is enclosed by rooms and not treat doors from that area as accessible from the outside
Fixed burglars not fleeing until they are completely done burglarizing a single large room with no security cameras
Fixed burglars walking back and fourth between most valuable items, instead of prioritizing nearest valuable items
Fixed server wire vertical offset
Fixed employees complaining about benefits getting worse when they are improved, because got older and their priorities changed
Added daily recount of product storage to fix any sync issues
Alpha 11.7.46
Changes
Added ability to quickly shift grid by 1/2
Added a bunch of tooltips to design document detail panel, including new "Wasted interest" stat
Added auto balance button to submarket targeting in design document window
Added stat to product detail window showing how much OS sales were boosted by supported products (This has always been simulated)
Fixes
Fixed pillars in basement
Fixed line rendering for path building, wall rounding and roof editing not working since last patch
Fixed putting furniture in inventory not retaining atlas index, e.g. for painting and carpets
Patch notes for Alpha 11.7.42
Changes
Added option to use solid ground instead of void as world background
Adjusted fog distance based on camera zoom level
Fixes
Added fail safe to avoid components suddenly not printing
Fixed being able to place furniture inside each other up against walls using scaled grids
Fixed deleting wrong style in style panel if selected object had unsaved style
Fixed couriers giving up completely if trying to fetch boxes from a blocked garage port
Fixed top floor being unreachable in Hardware Inc map
Patch notes for Alpha 11.7.40 (Testing branch)
Changes
Added ability to place and rotate furniture, rooms, doors and windows with no grid by holding Alt
Added red outline to intersecting furniture when placing new furniture
Fixes
Fixed some list content not being visible at first until interacting with it
Fixed furniture silently becoming unreachable if moved in a specific order under certain conditions
Fixed cost not displaying correctly when dragging conveyor belts or just moving furniture
Fixed server dropdowns not updating instantly when server configuration changes
Fixed specialization panels not updating instantly when new specializations unlock
Fixed game sometimes breaking when deleting a room outside of build mode in the same instant an employee decides to use a furniture in it
Alpha 11.7.41 (2021-02-12)
Fixes
Fixed corner and inverse corner carpet boundaries being reversed, making impossible to place properly in room corners
Partly fixed bug where rooms could be marked as inaccessible if the room leading up it is divided into multiple areas using furniture and each area has multiple separate entrances
Fixed not being able to freely place furniture from inventory if you can't afford full price
Fixed corner fence posts missing from outdoor areas in some cases
Made "Rooms inside rooms" error less likely to occur when just free-building up against other rooms
Fixed game suggesting room auto-completion when it would create invalid rooms with very low angles
Patch notes for Alpha 11.7.36 (Testing branch)
Changes
Made it easier to create and save styles on the fly using the style panel
Ability to filter selection directly in style panel
Added RGB PC in 2015 and moved Holo PC to 2030
You can now enable code mods from the Mod window in the main menu
Improved position of computers and computer peripherals
Fixes
Fixed build mode shortcuts being obscured by style panel
Fixed specialization 2 and 3 project management settings being reset when leader quits or changes to leader with lower specializations
Fixed framework option being reset when starting new project management task
You can no longer drag a column to be completely invisible, never to be seen again
Fixed replacing furniture not resetting color
Fixed bug where very bright lights could end up becoming black holes instead
Added self correcting code to save system ID assignment
Graphics
New subway model
New helicopter model
New Holo Computer
New RGB Computer
New Mini fridge
New Fridge
Alpha 11.7.37 and Alpha 11.7.38 fixes save corruption bug
Alpha 11.7.39
Fixes
Fixed game breaking with modded furniture that inherits from furniture with look points, with none defined
Fixed shortcuts not sticking around when switching between furniture to build
Fixed style panel showing black furniture after replacement
Further save game stability fixes (No fix for corrupted saves from Alpha 11.7.36, sorry)
Fixed issue where non rounded number window sizes and positions would cause Unity to recalculate layouts every frame resulting in low FPS
Optimized performance of lists by disabling elements that are not visible horizontally
Patch notes for Alpha 11.7.33 (Testing branch)
Changes
Added a style panel to quickly pick colors and texture designs for rooms, roofs, paths and furniture, before and after placing them
The fire report now has a button to select offending rooms
Made fire inspector more lenient towards fire alarms in small rooms if there are alarms in adjacent rooms
Updated furniture material (Atlas and Masked) and furniture variable (AltStyles, CustomHeight, etc.) sections on modding wiki
Fixes
Walls are now accounted for when deciding which room to apply reverb to in build mode
Fixed placement of custom wall height furniture slowly breaking the higher up you are
Fixed unlocking the 800 square meter reward in custom map mode
Main menu no longer loads entire patch note list at once, to avoid lag
Fixed modded lamp furniture not having light range set correctly since shadow update
Fixed cases of furniture not being fixed when broken while state is above zero percent
Alpha 11.7.34 Fixes style panel breaking because Unity puts "(Clone)" in instantiated objects' names
Alpha 11.7.35
Fixes
Fixed modded furniture not inheriting from existing furniture and not defining alternative colors breaking style panel
Fixed style panel breaking when trying to load building textures in a save file from mods that haven't been loaded
Please note that the hardware mechanic will not be available in older Alpha 11 saves, since they require changes to the software types, which are embedded in the save file. However, they will still load.
Major changes
This update adds conveyor belts, forcing you to plan out your logistics in more detail than just placing down some printers and some pallets. With conveyor belts comes a lot more options for how boxes travel from printer to courier. They can be routed through walls, floors and even out of a building directly to a parking lot.
Hardware manufacturing seems like a natural offshoot from conveyor belts. Hardware manufacturing currently affects how you have to approach console and phone development. You also unlock new hardware contracts with 2 business stars, and you'll receive hardware manufacturing deals whenever a competitor develops a console or phone operating system.
Employees will sadly no longer partake in majestic flights through empty elevator shafts. Elevators now require queueing and load balancing. 2 new larger elevators have been added and each of them has a display showing current floor, load and direction.
Roadmap changes
The final release of Alpha 11 has been pushed back a couple of times now. It mainly came down to the fact that the convention mechanic hasn't panned out the way I intended, when I brainstormed it. I've decided to make Alpha 11.7 the final update before I release it officially. The convention mechanic has been shelved for now in favor of the new hardware mechanic. The "updates and expansions" update is still planned and I'm still planning on making it a part of Alpha 11.
Patch notes
Alpha 11.7.32 (2021-01-30)
Fixes
Fixed employees getting stuck eating after loading a save from before alpha 11.7.31, if they were already eating at a table
Fixed game breaking due to employee missing food while in eating state when loading old save game
Fixed not being able to rotate a group of furniture if center furniture can't rotate on its own
Fixed parking spot prioritization for security staff
Fixed acoustic foam sticking through roof
Fixed custom height furniture not being placed exactly where mouse is
Alpha 11.7.31 (2021-01-30)
Changes
Added eating animation and a "fork"
Added ability for employees to eat in couches, by their PC or just standing around
Vending machines and mini fridges now output food objects that employees have to eat before their hunger is satiated
Improved look of conveyor belts at 90 degree angles
Employees will now pick subway over bus, if it's closer
Fixes
Fixed modded furniture sometimes combusting on load
Fixed already broken furniture sometimes causing fire on load
Fixed noise overlay sometimes not updating in real-time
Alpha 11.7.30 (2021-01-27)
Changes
Limited which UI sound effects are affected by reverb in a room
Added new reward
Fixes
Fixed chance of employee getting stuck when trying to flee outside while already outside
Fixed game showing error dialog when a code mod fails to compile
Fixed issues with injection of error handling code into code mods when methods contain yield and control statements
Alpha 11.7.29 (2021-01-26)
Changes
Added proper code mod error handling
Added ability to place some wall hung furniture at custom heights
Added room acoustics with reverb sound effect, which affects noise propagation, and effectiveness of meetings and social interactions
Added new reward for releasing software
Fixes
Helicopter now subtracts money instead of adding
Fixed headphones loading in at the wrong position if worn by an employee
Fixed having to pay for a subsidiary's patents and frameworks
Alpha 11.7.28 (2021-01-21)
Changes
Game now caches shadows from in-world lights, making it possible to play with "More shadows" on non-super computers, but moving objects no longer cast shadows inside rooms
Upgraded the manufacturing panel with scrolling conveyor belt graphic and printer/assembly color indications
Increased price of helicopters to $6500 per pickup
Quadrupled market recognition gain
Component printers can now be limited to specific print jobs
Project info window now lists active publishing tasks
Added warning when manufacturing process doesn't end with recycler
Added 12 month cooldown on the fan loss warning
Replaced Phone and Console tech lag with hard unlocks, to avoid making it seem like hardware research didn't work
Fixes
Fixed console history not actually being saved
Fixed possible save corruption from moving company with furniture in inventory
Fixed context menu going behind UI in Linux with UI anti-aliasing off
Fixed toilet censor rendering no matter which floor is being viewed
Alpha 11.7.27 (2021-01-12)
Changes
Added helipad for transporting boxes quickly
Added helipad to Hardware Inc starting map
Added subway to city maps (Requires moving company to spawn one in old saves)
Added matted windows for toilet privacy
Ability to select objects from the floor above if they span 2 floors
Doubled market recognition gain
Added HDR dithering to remove banding
Project management will now fast track projects whenever a phase finishes before time, to avoid long beta phases
Changed how project management prototypes are selected to allow for removing prototypes
Optimization work on employee position updates and furniture LODing
Fixes
Product storage count was wrong after undoing destroying pallets
Fixed post-tasks sticking around in project management panel after selling IP
Fixed HR not taking role assignment into account when picking specializations for education and new hires
Fixed wall generation breaking when windows or doors are overlapping
Cooks will wait for a bit after their shift has begun to start complaining about the availability of stoves
Employees will no longer walk across the map for toilets, coffee, food, loitering, etc.
Alpha 11.7.26 (2020-12-30)
Changes
Added panel to view current project management handled support and marketing tasks
Fixes
Fixed employees not being able to reach computers in some cases
Alpha 11.7.25 (2020-12-28)
Changes
Updated pallet drop point tutorial animation to show a more optimal setup
Added automation log to keep track of HR and project management
Random optimizations
Fixes
Replacing furniture will now use inventory
Fixed cases of furniture overlapping after replacement
Game now correctly considers inventory when calculating price of placing furniture
Fixed not getting inventory back, and windows and doors sometimes being doubled when undoing placing blueprint
Fixed floating point precision error in room binary space partitioning causing interaction points to be offset incorrectly sometimes
Alpha 11.7.24 (2020-12-22)
Fixes
Fixed modded furniture not being reachable when placed up against wall in certain cases
Fixed cases of furniture not being reachable due to floating point precision errors in the nav mesh
Fixed error when burglar was caught by police without any stolen goods
Fixed every active print job acting as a multiplier for each product printer's cost and degradation
Fixed employees' feet clipping through sidewalk
Fixed being able to place medium printer through ceiling mounted conveyor belts
Alpha 11.7.23 (2020-12-21)
Changes
Added furniture inventory
Police will return 75% of stolen furniture to player's inventory when arresting burglar
Contents insurance now covers half of building damage
Secondary roles are now included in consideration of whether a team has adequate specializations for a job
Merry happy!
Fixes
Fixed top of walls rendering through doors and windows when walls are lowered
Alpha 11.7.22 (2020-12-18) Fixes modded furniture not being reachable
Alpha 11.7.21 (2020-12-18)
Changes
Rooms can now be selected by clicking on their walls
Greatly lowered fans needed for higher market recognition
Fixes
Fixed total shares for a company overflowing uint32 by rebalancing shares when they get below $25
Fixed assemblers breaking too fast
Fixed cases of hardware components not being counted correctly, causing print jobs to not finish
Added FIX_COMPONENT_COUNT console command to fix previous saves with stalled hardware print jobs (Shouldn't be necessary for jobs started after this version)
Fixed security staff ignoring room assignment when looking for desks
The game will now try to move interaction points around a tiny bit to avoid some cases of unreachable furniture
Fixed warning message position when UI is scaled
Fixed entire map being counted as an unreachable room with an error message at the map origin
Alpha 11.7.20 (2020-12-10)
Changes
HR specialization filter now lists all specializations, to avoid having to remove them as new ones become available
Fixes
Fixed employees not being able to pathfind outside, causing them to get stuck in elevated parking garages
Fixed another bug in team assignment algorithm causing it to never terminate
Alpha 11.7.19 (2020-12-08)
Changes
Added yearly fire inspections with fines and insurance validation
Lowered fans needed for more market recognition
Added flammability data overlay
Improved detection of inaccessible rooms based on obstacles and elevated error message
Fixes
Fixed bug in elevator load balancing
Alpha 11.7.18 (2020-12-05)
Changes
Increased fan gain chance per sale
Capped how long a room can be on fire for and increase rate of spread to reduce overall time
Sprinklers now protect furniture below them from being destroyed during a fire, but will break electronics that are on
Improved dot, indexing and negation parsing in SIPL
Fixes
Fixed game breaking on extremely underpowered graphics cards, instead of just being slow
Fixed bug in team assignment algorithm causing it to never terminate and create stuttering during thread locks
Various other fixes
Alpha 11.7.17 (2020-11-28) Fixes game breaking when running some feature scripts after loading game
Alpha 11.7.16 (2020-11-28)
Changes
Added shortcut to filter employees by next class column, to only show employees with education available
Added type checking to SIPL to avoid loading mods with obvious script errors, instead of them failing mid game
Added support for indexing into non-variables in SIPL
Fixes
Fixed team assignment algorithm not correctly allowing teams in rooms that are available due to room pass through
Alpha 11.7.15 (2020-11-27)
Changes
Changed how fans are summed in UI so it no longer looks stuck
Improved market recognition dropdown
Increased traffic density based on environment type and time of day
Added talent pool, plot, utilities and ISP cost modifiers to environment type
Enabling "pass through" on a room now allows any traffic and is disabled by default
Removed green team labels for when game inferred team assignment from surrounding rooms
Reduced debuff from incompatible co-workers a tiny bit
Fixes
Fixed some instances of game incorrectly complaining about rooms in or around other rooms while building
Alpha 11.7.14 (2020-11-23) Fixes not being able to load saves with printers or assemblers
Alpha 11.7.13 (2020-11-23)
Changes
Improved chart highlighting
Fixes
Auto-complete room has been mapped to a button, to avoid clash with pillar creation
Fixed inconsequential bugs from room team assignment algorithm
Undoing destroying printers or assemblers didn't refresh their output sticker
Alpha 11.7.12 (2020-11-22)
Changes
Overhauled market recognition to be more consistent
Added back simulation of fan loss over time
Made it easier to gain market recognition intially, depending on profitability of software
Put keyboard shortcuts on screen when building
The game will now infer actual room assigment and warn player if there are issues, leading to less lag from pathfinding
Added meeting status to team window
Added ability to create pillars by holding Ctrl. Basically rooms without interiors
Added option to change medium speed multiplier
Added Teams data overlay to visualize which teams are allowed where
Added LOAD_FROM_LOCALIZOR console command to download unfinished translations from Localizor.com
Improved grass and cloud shaders
The "More shadows" graphics option is now disabled by default in all quality settings
Alpha 11.7.11 (2020-11-12)
Changes
Component assemblers will now stop accepting input when they are outputting finished assemblies, to clear out after a conveyor back up
Server electricity use now depends on actual usage
Adjusted server wattage to balance out watt per MB between servers
Added ability to bind key to move furniture, default M
Improved table group prioritization for meetings
Improved data overlay
Fixes
Fixed employee data overlays not working when zoomed out
Fixed game breaking when undoing replacing furniture with furniture that had multiple layers of snapped furniture
Fixed bottom most tasks sometimes not updating if task panel was full
Fixed roof dissapearing when room had stairs and wasn't fully covered by room above
Alpha 11.7.10 (2020-11-04)
Changes
Improved data overlay
Disabled publisher printing deals for hardware products
Fixes
Fixed deadlock that had chance to crash game when a print job finished
Fixed conveyor splitters not updating routing when changing assembler output
Fixed couriers not prioritizing garage ports in rooms player actually owns or has rented
Fixed invisible room floors when using garage ports and opaque windows
Alpha 11.7.9 (2020-10-29)
Changes
Conveyor Splitters will now auto-route components to the right assemblers
Added conveyor belt flow visualization when placing conveyor objects
Updated Unity version
Fixes
Fixed game crashing when loading a game with texture resolution set to low using DirectX
Fixed floating point bug in sub-market comparison that could tank market recognition, among other issues
Fixed hardware component icons not showing up on boxes after last patch
Fixed issue where product boxes would get stuck at garage port because they were empty
Various other fixes
Alpha 11.7.8 (2020-10-25)
Changes
Added randomization to staff parking prioritization so they don't always park at the same building
Made couriers prefer garage ports over pallets when choosing parking spots
Made manufacturing limits work like product printing limits, by not taking current stock into account
Added extra check to assembler to make sure old manufacturing jobs didn't get locked up by new jobs
Made assemblers clear out any lingering components from cancelled jobs
Fixes
Fixed bug where manufacturing process could get stuck because components were assembled in an order where they wouldn't fit together
Fixed bug where headphones worn by founder would stick around after quitting game and starting a new one
Fixed freezing bug from potential deadlock in component machine code when turning on and off
Alpha 11.7.7 (2020-10-24)
Changes
Sped up conveyor belts by 25%, and improved assembler logic and effectiveness calculation
Increased fridge capacity and added warning when all are empty
Made it so conveyor belts don't have to line up exactly to connect
Fixes
Possible fix for some DirectX + GeForce related crashes
Fixed not being able to do alpha reviews for hardware products
Fixed marketing and price warnings being disabled at some point in the past
Alpha 11.7.6 (2020-10-18)
Changes
Manufacturing contracts now pay out on delivery rather than at end of day
Halved penalty on manufacturing contracts
Improved component assembler logic for a tiny speed boost
Capped complaint demands to 25% of current salary
Fixes
Fixed employees complaining about having to pee while going to meetings
Put software category tech lag in tooltips, so Console and Phone won't have wrong unlock year for 3D and Network in UI
Various other fixes
Alpha 11.7.5 (2020-10-16)
Changes
Added effectiveness stat to printers and assemblers, which is reflected in the manufacturing overlay
Fixes
Fixed not being able to change screen resolution on some computers
Fixed game breaking when starting press release without any selected teams with employees
Fixed reward count being stuck with unclaimed rewards and permanent unlocks enabled
Alpha 11.7.4 (2020-10-15)
Changes
Made specialization panel in new game screen scale with screen width
Added progress bars to press releases and warning for missing specialization levels
Added manufacturing contract warning
You can now cancel manufacturing contracts with no penalties if you haven't started printing yet
Removed screen refresh rate options, as they aren't used in windowed fullscreen mode
The penalty from raising the price of a product now slowly decays over a year
Fixes
Fixed couriers not prioritizing garage ports correctly
Fixed box elevator not being valid in basement
Fixed employees getting stuck in other teams' bathrooms and complaining about a lack of seating after the sink was added
Fixed bugged human color mapping, causing all-blue staff members
Fixed publishing deal not resetting when changing software type or category
Fixed Employees tutorial
Fixed employees getting stuck in parking structures after panicking over burglars
Various other fixes
Alpha 11.7.3 (2020-10-12)
Fixed boxes and printers not being simulated when skipping time
Alpha 11.7.2 (2020-10-12)
Fixes
Fixed contracts not refreshing on pre-alpha 11.7 saves
Fixed game breaking when trying to pick component outputs on pre-alpha 11.7 saves
Fixed game breaking due to AI changes in couriers being incompatble with pre-alpha 11.7 saves
Fixed instances of boxes getting stuck
Alpha 11.7.1 (2020-10-12)
Changes
Added hardware toggle for software categories, making them physical distribution only and altering their sales simulation
Added hardware manufacturing, allowing players to print products from components using a series of printers and assemblers
Added hardware contracts and made contract generation algorithm pick more varied contracts
Boxes now have to be transported using conveyor belts
Elevators are now simulated with limited capacity and load balancing
Added security desk to micro manage security staff locations
Employees' work timer no longer starts until they have walked into the office, and they offset their arrival time by how long their commute takes
Default room style has changed to drywall and concrete floors to encourage player customization
Overhauled look of UI
Heavily increased payout from bigger contracts
Updated default rent buildings and added a new building for hardware manufacturing
Added TOGGLE_SPEC_CAP console command
Fixes
Fixed bug causing software with categories overriden in mods to always be priced at 0, making the AI bankrupt constantly
Fixed not being able to override name generator when modding existing software with no categories
Fixed bug where bus could get stuck waiting all day for employee that didn't plan on using it
Fixed bug in path calculation causing employees to lose several meters every day when playing at max speed
Fixed snapped furniture not always getting corrected to avoid wall clipping, causing PCs to not line up with chairs
Fixed being able to pick software features unsupported by any OS, as long as OSs had already been selected
Fixed subsidiary price adding player stock worth twice, making it almost twice as expensive as intended
Various other fixes
Graphics
Old Computer
90s Computer
Laptop
Modern Computer
Elevators
Product printers
Alpha 11.6 out in testing
Localizor
Software Inc. is now available to translate on Localizor.com. So if you want to help me localize the game, join up over there and start earning points.
What's new
This update adds a task system, that rewards you with new furniture, when you complete certain tasks. The reward system is meant to guide you through the game's features, so they are not hard to get and the new furniture isn't gating any important mechanics.
I've also fixed the incessant complaint spam that would happen when your employees were being annoying and demanding the most basic of office facilities.
Patch notes
Alpha 11.6.11 (2020-07-29)
Changes
Adjusted lower payout from work deals a tiny bit
Added specialization requirements to design and development deal detail panel
Added tooltip hints for complaints where solution isn't obvious
AC Unit can now be built towards outdoor areas
You can now input salary directly for a single employee in wage negotiation window
Fixes
Severance pay and team debuff is no longer applied if employee quit by themselves
Failing a hosting deal no longer affects market recognition for player in product category
Fixed longstanding bug causing extreme fan loss when server fails to handle load
Fixed employees creating paths in grass and snow when walking on elevated roads
Alpha 11.6.10 fixes a small bug in the specialization system (2020-07-17)
Alpha 11.6.9 (2020-07-17)
Changes
2m and 3m round tables have been deprecated in favor of corner tables, they will still load but can't be placed
Computers now auto snap towards chairs when placing them and will allow non angle aligned rotation if it aligns with a chair
Improved colorblindness support for toggles, task system, button counters and education dots
Fixes
Fixed cleaners sometimes staying past their shift
Fixed camera dragging sometimes sticking
Fixed tasks with monetary goals not having correct currency
Fixed not getting error message when trying to place roof objects in rooms with slanted roofs
Fixed not being able to add new specializations in mods if they weren't supported by an OS
Fixed INSTA_DEVELOP_DESIGN command not working for modded software
Graphics
Table
Corner Table
Glass Table
Alpha 11.6.8 Fixes product printers not working after loading game (2020-07-09)
Alpha 11.6.7 (2020-07-09)
Changes
Made medium difficulty easier, renamed old Medium to Hard and Hard to Realistic
Fixes
Fixed server and distribution tutorials being active while game is loading
Fixed being able to place solar panels on roads
Fixed not being able to start marketing product after publisher goes bankrupt
Graphics
Fire alarm
Sprinkler
Inbox
Tower Server
Server Rack
Big Server Rack
Bench
Reception Desk
Bookshelf
Cheap Chair
Executive Chair
Office Chair
Waiting Chairs
Couch
Industrial Ventilation
Vending machine
Pallet
Alpha 11.6.6 (2020-06-24)
Changes
The education button counter will no longer count education in roles employees aren't assigned to
Button counters now go to 99 and made complaint button flash
Fixes
Fixed employee salaries not being scaled by days per month when calculating development costs
Fixed button counters not being hidden in build mode
Fixed headphones being too small to fit heads
Alpha 11.6.5 (2020-06-20)
Changes
Improved education dot position
Added actual shipping capacity in distribution window as it is now affected by warehouse logistics
Added a bunch of new EventHandlers for code modding, check the modding wiki for more information
Fixes
Made it so bugs in data mod scripts don't break the game completely
Various other fixes
Alpha 11.6.4 Fixes (2020-06-16)
Fixed various issues with new furniture
Various other fixes
Alpha 11.6.3 Fixes (2020-06-15)
Fixed out of order programmer and design education dots in employee window
Various other fixes
Alpha 11.6.2 Fixes (2020-06-14)
Fixed couriers getting stuck with more days per month than 1
Various other fixes
Alpha 11.6.1 (2020-06-14)
Changes
Added new task system with furniture rewards
Added a bunch of new furniture and new minor mechanics to go along with them
Couriers now carry actual rendered boxes to the van, 9 boxes at a time (represented as 3), instead of all at once
All complaints are now listed in a single window, no longer requiring immediate action and the mechanic has been rebalanced
Room boost calculation have been overhauled and added to room info panel
RoleBuffs have been renamed to UseEffects for furniture modding, however it is automatically converted for existing mods
Chairs now have an ergonomic score (Chair.MiscPotential) that affects sick leave, effectiveness and mood
DLL mods now have to be placed in their own folder, rather than straight in the DLLMods folder
Employees ready for education now have a green dot in the employee overview
Company financial overview no longer counts hidden transactions in the final sum, e.g. intercompany transactions
Updated UI for transferring IP, to allow for transferring multiple IPs to a subsidiary at once
Fixes
Fixed cases of HR not picking specializations correctly when educating and hiring
Fixed bug causing modded furniture not loading in normal and extra maps correctly
Moving into buildings created after Alpha 11.6 that are from an earlier year than the current game, will no longer break furniture as if they've been sitting around for all those years
Fixed all employee complaints being counted towards chance of lawsuit, despite not being listed in the final reasons
Burglars now instantly despawn if they get stuck somehow, to avoid locking the player out
Added safeguard if AI gets stuck in a "Dummy" node loop
Employees will no longer go for empty vending machines