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Weed Shop 3 News

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!

Another One!

TODAY'S PATCH INCLUDES THE FOLLOWING FIXES:

  • Fixed a bug preventing streetlights from turning on when resuming a nighttime save
  • Fixed the F-packer timing bug
  • Increased XP rewards for selling high-end merch
  • Improved successful deal probability when dealing outside
  • Added package delivery and roller/packer status notifications
  • Added two new auto-rollers/packers


At the same time, we're still working on getting the staff mechanics down and updating the environment. If everything goes according to plan, we should have a larger content update out sometime next week. Stay tuned!

What are the switches for?

So guys, today we finally started work on the staff mechanics! Now don't get too excited as this is a major feature and will take some time to get finished. We're trying to make staff a little less useless than they were in Weed Shop 2 and introduce some new gameplay elements as well.
Since we'll be focusing most of our time on getting staff done, the upcoming patches will be mostly just bugfixes and minor tweaks.

Today's patch is one of those so we don't even need a bullet list for it. Basically, we fixed the rasta flag movement bug, the workstation pickup bug, tweaked customer lighting some more, and added some light switches ːws_damanː