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Weed Shop 3 News

A Weed Shop Halloween + Sale!

[h3]As promised, our first seasonal in-game event is finally here and just in time for Halloween![/h3]



[h2]The Hell'o'Weed Event[/h2]

Despite the stupid title, this limited-time event offers plenty of opportunities to make mad money and boost your XP without all the grind. Get ready to smash some pumpkins, grow and sell brand new Halloween weed & merch, and earn 2X the XP serving the masked freaks. Receive special rewards by completing a set of Hell'o'Weed tasks which can be found in Mission Control, and more...



[h2]More Trippy Events[/h2]

Speaking of more, we've just dropped another batch of Trippy Events: Red Bong, Green Bong + Blaze In The Maze + Duck, Duck, Dolphin. You can trigger the events by being at the right place and at the right high, so smoke up and go explore the beach for a chance to earn even more cash + money + free s**t! There's a total of 6 events in the game right now with another batch currently in the works and coming soon.



[h2]Coming Soon[/h2]

With most of the silly stuff out of the way, we've been working on getting a new production facility ready where you'll be able to crossbreed strains into Hybrids, make extracts and concentrates, and turn them into influencer-approved high-end products ːws_damanː



[h2]Halloween Sale![/h2]

And If you haven't picked up a copy of Weed Shop 3 yet, you can do so right now for 25% less trash money! Come on, you can do it, just hit that "Add To Cart" button ːws_peaceː

Monthly Update #6.6.6

Welcome back to another edition of Weed Shop 3 Monthly Update!

Yes we know, we're almost half a month late with this monthly s**t this time and still got no influencers up in here, however, we finally managed to get the first batch of Trippy Events out and put some much-needed bugfixes in without breaking the game (we hope) :D

[h2]THE TRIPPY EVENTS[/h2]
If you ever wondered what Squid Games would be like if the guy coming up with the games was high AF, then Crab Digger, Mad Munchies, and Burnout Bowling should answer your question. The Trippy Events are a series of minigames that don't affect the core gameplay but do help with gaining additional xp, cash, and items required to progress in the upcoming side quests. And since there'll always be haters, the events can only be triggered while playing the game on "Trippy" difficulty setting.

[h2]DIFFICULTY SETTINGS[/h2]
Now that we've got a new game difficulty setting, we thought it'd be the perfect time to elaborate on what each of the difficulty levels means:
  • Chill - Grow weed and chill
  • Average - Grow weed, deal with mites, mold & degenerates.
  • Trippy - Grow weed, deal with mites, mold & degenerates, pickup unicorn balls, get attacked by dank burritos, etc...

[h2]WHAT'S NEXT?[/h2]
So we're planning to release another batch of trippy events just in time for Halloween (or a couple of days late, as always) but more importantly, we've already started working on the next stage of the late game which is Hybrids, Concentrates, and.... wait for it... MFing influencers ːws_damanː

STAY TUNED!ːws_peaceː

Monthly Update #5

Due to some issues with the experimental branch, we almost missed our 5th Monthly.
But as the saying goes, better late than pregnant, so here it is... almost 3 days late ːws_damanː

Last month we ended up taking a detour from our official roadmap in order to get the remaining major issues with the existing game worked out. Yeah, we get it, it's not as exciting as adding influencers, trippy events, and concentrates and s**t but it had to be done eventually, so this is what we've been up to:

PUTTING THE "I" IN AI

Most of this was already covered in our "Weekly Update" so we'll keep it brief:
The character controllers have been redone in order to squeeze out a few extra frames when it comes to performance. We've ironed out most of the glitches with the movement, pathfinding, and animation transitions. The issues with the merch manager, farmers, and crackheads getting stuck and glitching through the walls should also be resolved.

THE COBRETTI EFFECT

The biggest and the most complicated change last month was done to the weed growing logic which was basically in a broken state since the game launched. Sure you could grow and harvest your plants, but the mites and mold didn't really do anything, the supplement and component boost values didn't add up, and there was no incentive to grow higher-quality weed.

A couple of weeks ago, @Cobretti137 came up with a blueprint for Grow Logic 2.0 and a new quality/value system to accompany it. Implementing it at this stage of development without breaking everyone's existing progress took some effort and a whole lot of testing. So for the past week, we've been holed up on the experimental branch with @Cobretti137, @StoneyGamerXX, and @Gerk, trying to cover all the bases. Thanks to their help, we've finally got the grow logic set up the way it should've been in the first place. Here are the core changes:

[h3]HARVEST QUALITY[/h3]
The pant's harvest quality now starts at 50%. This is now the baseline quality, meaning you'll get full market price selling 50% quality weed in your shop. Anything above the baseline quality will automatically have higher profit margins, which includes weed, packaged smokes, and the upcoming concentrates.

[h3]SUPLEMENTS[/h3]
The supplements are now added to pots instead of individual plants and do not get removed on harvest rather only when they expire. This way you'll be able to grow multiple plants in the same pot without wasting a long-lasting supplement. The max efficacy of the supplements is based on the plant's growth cycle and not some random numbers. Adding supplements at the beginning of the grow will yield max results whereas towards the end of the cycle- little to no results.

[h3]POTS[/h3]
Planting higher-level strains in lower-level pots will tank your grow quality instantly while growing in busted pots will reduce the harvest quality over time. Supplements and components containing the quality boost property can still counteract the broken pots though.

[h3]MITES & MOLD[/h3]
The mites have been split up into two types: Spider Mites & Russet Mites. Each type has its own preventative and cure supplements, however, Russet Mites are unaffected by the setup components.
Spider mites will slow down and then stop the yield, Russet mites will completely stop and then start reducing the yield, and mold will tank your quality. Infections will also spread to nearby plants if left uncured for a long time.

[h3]CHILL MODE[/h3]
If you hated the degenerates, chances are you're going to hate the new mite & mold system since it adds some depth and additional challenges to the gameplay. Ain't nobody got time for that, that's why we got it disabled in "Chill Mode" so you can just cruise through the game in autopilot till the influencers arrive ːws_damanː

TRIPPY INFLUENCERS?

The trippy event development was basically put on hold the last month while we redid the NPC controllers, the grow logic, and worked on adding a couple of new points of interest to the map. Now we're back at it tho and planning to have some of them ready for the big #6.

What about the influencers, you ask? While it would be really easy to just drop in a bunch of new NPC characters that buy more weed for more money which, at a certain point, you'd have nothing to spend on anyway, we've decided to go in a different direction and that meant a lot more work to get it all done properly. Without giving too much away, all we can say is that influencers will slowly start showing up once the trippy events are a thing, and will have a little more depth than your average customer.

STAY TUNED ːws_peaceː

Weekly Update #?

Welcome to our long-forgotten Weekly Update! Remember when these were a thing?

So this week we implemented a few new mechanics which then forced us to do another round of optimizations that once again broke a whole bunch of other mechanics ːws_damanː Fun times!

HERE'S A QUICK RUNDOWN OF ALL THE MAJOR CHANGES

[h3]THE OPTIMIZATIONS
[/h3]We wrote a new lightweight character controller for the NPCs which resulted in a slight boost in performance in the shop (and a bigger boost when outside) at the expense of deterministic movement. This introduced a few glitches here and there but we think we got most of them worked out by now.

[h3]THE CUSTOMERS
[/h3]We've partially unlocked the beach and added new abilities to the NPC AI to allow customers to allow your customers to just sit down, smoke up, and chill out. While on the surface this sounds like a trivial task, it took days to get it right-ish. But hey, they can finally sit down and you don't need to wash your eyes with acetone.

[h3]THE ENVIRONMENT
[/h3]We continued adding new details to the beach and surrounding environment and fixing minor issues with object placement, navigation obstacles, and colliders. We've also been working on slowly expanding the explorable area, though it's not quite ready yet.

[h3]THE HIGH EVENTS
[/h3]The high events have sort of been on hold once again since we had to put all the development hours into the optimizing the NPCs and teaching them how to sit. We should be moving ahead with the events pretty soon as long as nothing else craps out in a major way.

[h3]THE INFLUENCERS
[/h3]Still waiting for the influencers? Well, you better stay on the curb if you wait coz they're still vacationing on their yachts in Turks and Caicos, riding unicorns, and drinking baby tears... or whatever it is that influencers do these days.


Anyway guys, thanks for riding with us through thick and thin, and for all of your support. We have a lot of exciting stuff on the horizon and hopefully, it will be worth the wait. Stay tuned! ːws_peaceː

Where the s****s at?

IT'S BEEN A WHOLE WEEK SINCE WE HAD PATCH NOTES OUT SO HERE ARE SOME OF THE MORE IMPORTANT FIXES AND CHANGES THAT WE STILL REMEMBER MAKING:

  • Fixed the Auto-Roller weed dupe bug
  • Fixed beat-down customers dropping weed which they haven't purchased
  • Fixed the DP Dildo getting stuck in the wheelchair
  • Fixed the camera tilt issue when using beach chairs
  • Fixed the customer flow issues (hopefully)
  • Fixed the TV flicker bug
  • Fixed the sales staff navigation and shimmy dance bugs
  • Fixed some minor graphical issues
  • Added Invisible curtains to the Pimp It inventory.
  • Improved security AI to chase away rival dealers
  • Redid the Deal UI slider logic
  • Made changes to the audio mixer to make it play nice with video capture devices
  • Made it possible to use PCs/TVs while in a wheelchair
  • Continued to low-key add and fix the upcoming features
  • Brok3 th3 3 k3y ːws_damanː