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Weed Shop 3 News

Experimental Patch #2

TODAY'S PATCH NOTES COVER ALL THE CHANGES MADE SINCE THE EXPERIMENTAL PATCH #1:

  • Added an option to close individual counters
  • Added manually placable waiting spots for customers
  • Disabled shop window shadows
  • Hooked up and rebalanced promoter movement speed based on skillpoints
  • Added XP rewards for restocking merch
  • Improved the sales staff logic to offer alternatives
  • Fixed the sales staff sliding issues
  • Fixed teleporting employees
  • Fixed the bug where customers wouldn't get served when standing at a "waiting spot"
  • Fixed customer pathing issues when entering the shop and approaching counters
  • Tweaked the NPC local avoidance logic some more
  • Added a frame rate limit to the main menu/high OS (hopefully this time it won't slow the whole game down)
  • Disabled the WIP item descriptions

Experimental Patch #1

AS EXPECTED, YESTERDAY'S EXPERIMENTAL STAFF UPDATE WAS A BUGFEST SO HERE'S WHAT WE DID AND DID NOT DO TODAY:

  • Fixed the staff xp progression and skillpoint assignment
  • Fixed the work time stats indicator in the DO-er app
  • Fixed the staff inventory glitch which prevented two items of the same type from being added
  • Fixed the crazy shadow issues when using Hard Shadows mode
  • Fixed the AI tree de-serialization performance issues
  • Fixed the Level Up screens unlocked items section
  • Ran out of time to fix the staff getting stuck in interact animations, not knowing what to do if you run out of weed, and sliding around when working the counter.... but we'll try and get those done tomorrow ːws_smileyfaceː

The Monthly Update #2



What's up guys, it's been a while!

So due to some internal issues and a whole lot more dev work than anticipated, this update took forever. TBH it's still not 100% done that's why it's going out on the experimental branch first.

So without further ado, we bring you the Toilet Grower Dude update ːws_damanː

Ok, now that we got that out of our system, the experimental update includes a couple of new employees and job skills to test. They're still rough around the edges, but starting from tomorrow we'll be back to our regular patch release schedule, like in the good old days, and hopefully get everything ironed out in the next few days. We'll be introducing new staff members and enabling new jobs shortly after, and once everything is somewhat straight, the update will be pushed out to the main branch.


ːws_peaceː If you're just starting out with your Weed Shop 3 journey though, we'd like to suggest that you stay on the main branch as there might be issues with balancing among other bugs that might hinder your early game progress.

ːws_peaceː If you've already made decent progress in the game and want to see how much the new employees suck, then hop on over to the experimental branch, just remember to make a manual save first. While you can switch between the two branches without any issues, save games from the experimental branch are not backward compatible!


Once the staff is completely done and got your weed shop covered, we'll start working on bringing the outside world to life to give you more reasons to leave the shop, and implementing more of your awesome ideas and suggestions!

The Open World Sale Livestream!



The Steam Open World Sale is a multi-day event celebrating games featuring the popular open world mechanic... or something like that ːws_damanː

On this special occasion, we invite you to join us in the "still closed" open world of Weed Shop 3!
Now is your chance to pick up a copy of the game for yourself or your special someone for a low low price of whatever 25% off is in your country.

More importantly, StoneyGamerXX will be hosting our first official livestream! So whether you're looking for some tips and tricks to help you kickstart your Weed Shop empire or just wanna kick back and shoot the s**t, be sure to tune in at 2PM EST / 11AM PST. It's gonna be ːws_lighterː!

ːws_peaceː Happy Open-World'ing Everyone! ːws_peaceː

Selling Out!

Hey guys, so it's been a week since our last update and unfortunately, the staff is not quite ready to be included in this one.
We highly underestimated the development hours required to get the job done and still have a lot of AI-related work in progress. We did deplete our runway cash though and had to pick up some high-profile sponsors to foot the bill, so this update introduces the feature no one asked for - Ads! ːws_damanː

JOKES ASIDE, THIS PATCH FIXES THE FOLLOWING:

  • The Dope Market money exploit
  • The navigation issues preventing customers from entering the store
  • Moved furniture being lost on save
  • The stuck Roller/Packer production complete notifications
  • Grow light emission values
  • The order in which the weed storage gets filled
  • The "Smoke Smoke Smoke" bug (it was back again)
  • Generic controller re-map support (though it's untested and might not work at all)

As for the staff update, it's a little more than halfway done at the moment. As soon as everything is mostly ready, we'll be releasing the update on the experimental* branch first and the stable branch once we get all the kinks worked out. We'll be following this release format for all the major feature updates from now on to prevent any possible glitch beaking the game for the whole player base.

*For those of you who'd like to get in on the experimental branch action and possibly corrupt your saves, we'll have a signup sheet on our Discord server in a day or two. Stay tuned!