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[Public Test Update] v0.7.5.0.53 (pt)

[p]Hey everyone![/p][p][/p][p]This week marks the start of our new official devlog series![/p][p]As some of you know, I’ve wanted to start a proper devlog for a while now, especially as we enter this more refined stage of our Early Access journey. During the big rework phase, most of the updates were shared in our Discord dev-diary channel, the Community Gazette, and through patch notes, but not always in a consistent, diary-like format. Things were evolving quickly, and it wasn’t always easy to keep up with everything in one place.[/p][p][/p][p]Now that the major rework is mostly behind us and development is entering a steadier rhythm, it feels like the perfect time to introduce a proper dev-diary![/p][p]These devlogs are now being shared in three places:[/p][p]It’s a great way to keep everyone in the loop, and honestly, it also helps me stay organized and track our progress more effectively. Plus, having a consistent running log will make putting together future Community Gazettes and patch notes much easier.[/p][p][/p][p]So with that said, let’s dive into the latest changelog!
But first, a big thank you to everyone who’s been following along, testing, and sending in feedback. Your reports have directly shaped many parts of this update![/p][p][/p][h3]🛠️ Major Fixes & Improvements[/h3][p][/p][p]🚍 Transportation & Garage Maintenance[/p]
  • [p]Fixed UI scroll render glitch for “pending” and “in maintenance” vehicles.[/p]
  • [p]Solved issue where scroll background icons displayed above UI elements in taxi, bus, and subway menus.[/p]
  • [p]Garage vehicle buttons now also display the “No Driver” error box alongside maintenance warnings.[/p]
  • [p]Vehicles now correctly resume operations after being maintained.[/p]
  • [p]Mechanics now auto-start vehicle maintenance tasks properly.[/p]
  • [p]Mechanic skill level now reduces maintenance time as expected.[/p]
  • [p]Garage vehicles now consume fuel and correctly spend gas money.[/p]
  • [p]Driver skill now affects maintenance interval durations.[/p]
  • [p]Vehicles in maintenance now load correctly at game start.[/p]
  • [p]Fixed vehicle maintenance slider issue in the UI.[/p]
  • [p]Garage vehicles now contribute to transport capacity calculations.[/p]
  • [p]Subway menu now shows total train fuel cost accurately.[/p]
  • [p]Removed outdated ticket price display from the subway menu.[/p]
  • [p]Taxi and bus capacity now correctly affects transportation stats.[/p]
  • [p]Subway usage stats now appear correctly in the end-of-day menu.[/p]
  • [p]Walkway usage now displays accurate hourly and daily data.[/p][p][/p][p][/p]
[p]📊 Financial System & Graphs[/p]
  • [p]Major overhaul of the financial graph and data recording system.[/p]
  • [p]Graphs now update live and include current-day data.[/p]
  • [p]Resolved issue where 0-value transactions (e.g., “0 casino payback”) cluttered the system and skewed totals.[/p]
  • [p]Removed phantom zero values at the start of a new game session.[/p]
  • [p]Fixed incorrect highlighting on graph filter buttons.[/p]
  • [p]Icons and headers now match their corresponding transaction types.[/p]
  • [p]Sub-graphs and main financial graphs are now independently selectable.[/p]
  • [p]Fixed issue where null icons caused totals to display -100 million.[/p]
  • [p]⚠️ This patch resets old financial logs for compatibility.[/p]
[p][/p][p][/p][p]🏨 Hotel Booking & Customer Behavior[/p]
  • [p]Customers now explore and use vending machines if other options are unavailable.[/p]
  • [p]Customers now wait in line for an employee if no one is currently available to provide service.[/p]
  • [p]Reduced negative impact of "visit cut short" moodlets by 50%.[/p]
  • [p]Fixed issue where customers booked non-researched hotel rooms and immediately left.[/p]
  • [p]Customers are now less likely to want services you don’t have, even if researched.[/p]
  • [p]Casino Cage moodlets now correctly apply to customer mood.[/p]
  • [p]Office moodlets now properly affect employee mood.[/p]
  • [p]Fixed bug where customers would keep queueing at empty vending machines.[/p]
  • [p]Guests no longer leave immediately if there's no available hotel room or casino cashier.[/p][p][/p]
[p]📈 Reports, UI & Stats[/p]
  • [p]Taxi and bus guests now show up in the end-of-day report.[/p]
  • [p]Visited employee count is now displayed accurately.[/p]
  • [p]End-of-day menu now correctly includes walkway-only transportation capacity.[/p]
  • [p]Transport capacity is now calculated across all schedules—not just morning.[/p]
  • [p]Traffic data reset for accurate recalibration.[/p]
  • [p]Fixed a UI bug where certain rating graph subs were shown incorrectly.[/p]
  • [p]Rating graph redesign with cleaner display and live updates.[/p][p][/p]
[hr][/hr][p][/p][h3]⚖️ Balance Adjustments[/h3]
  • [p]Customers now arrive in greater numbers during peak hours (17:00–23:00).[/p][p]This will play a much bigger role in the gameplay moving forward, especially with the upcoming Nightlife Update’s Calendar System and the Seasons Update, which introduces seasonal mechanics. You’ll start to feel a more noticeable difference between evening and morning traffic, particularly as we begin balancing things further this week.[/p][p][/p]
  • [p]Increased daily service capacity contributions:[/p]
    • [p]Hospitality: +25%[/p]
    • [p]Cuisine: +50%[/p]
    • [p]Leisure: +50%[/p]
    • [p]Entertainment: +60%[/p][p][/p]
  • [p]Base walkway capacity per level increased.[/p]
  • [p]Upgrade costs for walkways lowered (base cost & growth factor).[/p]
[p][/p][p]I’m hoping to focus more on balance and polish later this week, once a few more fixes are out of the way. ːsteamhappyː[/p][p][/p][hr][/hr][p][/p][p][/p][h3]🎨 Art & Visuals[/h3][p]8 new wallpapers from the upcoming Nightlife Update added early thanks to Nil’s extra time this week.[/p][p]
[/p][hr][/hr][p]
[/p][p][/p][p]Thank you all again for playing, reporting, and sticking with the game! Can’t wait to share more soon. This little game truly becoming something unique[/p][p][/p][p]Cheers![/p]

[Public Test Hotfix] v0.7.5.0.52 (pt)

[p]Hello![/p][p]Here with a Public Test Branch weekend hotfix! Here’s what’s been addressed:[/p][p][/p][p]🛠️ FIXES:[/p]
  • [p]Fixed an issue where some suspects waited too long for police officers to arrive.[/p]
  • [p]Resolved a problem where contractor workers reset to 3 if you had contracted fewer than 3.[/p]
  • [p]Fixed the End Day Report menu staying in the background of other menus due to sorting order issues.[/p]
  • [p]Fixed an issue where customers would leave complaining about no toilet even after using the toilet.[/p]
  • [p]Resolved a bug where end-of-day final rating points between -100 and 100 weren’t added correctly to the overall rating score.[/p]
  • [p]Fixed a problem where rating points still reset to zero even in new saves.[/p]
  • [p]Fixed a bug where customers wouldn’t use vending machines unless a lounge was present.[/p]
[p][/p][p]⚙️ CHANGES:[/p][p]I’ll be focusing more on balancing things —especially transportation capacity upgrade costs, which are currently way off and have become a much more important part of the game— once the remaining graphs unlock in the next patch. That said, I’ve made a few early adjustments in the meantime, mainly because they were necessary after the recent changes to the customer behavior selection system. Things might feel a bit off during testing until the main balance update lands. Here’s what’s been updated so far:[/p]
  • [p]Slot game round time decreased by 20%[/p]
  • [p]Maximum rounds a customer can play decreased by 10%[/p]
  • [p]Customers who can’t use any services will no longer go to the toilet[/p]
  • [p]Customers who can’t use any services will no longer commit crimes[/p]
  • [p]Casino machines are no longer lineable again, but gamblers will still wander, watch games, and play if they find an available machine (Slot Machine, Keno Machine, Video Poker Machine)[/p]
  • [p]Chances of customers watching casino games after playing have increased by 15%[/p]

[Public Test Patch] v0.7.5.0.51 (pt)

[p]Hello![/p][p]Here with a Public Test Branch patch! I pushed a few fixes earlier this week without a changelog, so I’ve included some them in this list. Thanks a lot for testing and sharing feedback![/p][p][/p][h3]🛠️ FIXES:[/h3]
  • [p]Fixed an issue where achievements could still unlock during testing. (If you got any—consider them a testing gift 😄)[/p]
  • [p]Fixed the tutorial starting up in the test version.[/p]
  • [p]Background music now plays through the entire playlist before repeating a track.[/p]
  • [p]Fixed an issue where subway-related agents weren’t showing in the hiring window.[/p]
  • [p]Fixed a bug where rooms would shrink to one tile if built before the first in-game day started.[/p]
  • [p]Escalators now properly connect to the switchboard.[/p]
  • [p]Elevator shafts now correctly connect to the switchboard after being placed.[/p]
  • [p]Items now properly register their power usage when a switchboard is placed.[/p]
  • [p]Fixed a bug where locomotive driver contracts wouldn’t end after selling the locomotive.[/p]
  • [p]Fixed an issue where the utility lines menu sometimes wouldn’t open after placing a switchboard.[/p]
  • [p]Switchboard lines now get properly removed after selling the connected item.[/p]
  • [p]Fixed some contractor salaries not being paid.[/p]
  • [p]Contractors now end their contracts correctly when there’s no money to pay them.[/p]
  • [p]Contractors now leave when their contract time ends.[/p]
  • [p]Subway and bus mechanics now correctly switch to their assigned active work.[/p]
  • [p]Fixed a bug where garage vehicles didn’t require maintenance even after their maintenance interval passed.[/p]
  • [p]Customers no longer leave with uncompleted To-Do list items.[/p]
  • [p]Bought newspapers and books now correctly add to a customer's spending record.[/p]
  • [p]Fixed the second subway wagon not appearing in the UI.[/p]
  • [p]Fixed an issue where customers were committing more crimes than intended after the rating system changed from 0–10 to 0–100.[/p]
  • [p]Resolved a bug where customers who left early wouldn’t display their reason if they were waiting for the bus.[/p]
[p][/p][h3]⚙️ CHANGES:[/h3]
  • [p]Custom Mode is now unlocked for public testing.[/p]
  • [p]No Sweat Mode is now unlocked for public testing.[/p]
  • [p]Removed the rating adder/remover tool from developer tools in the test build.[/p]
  • [p]Increased the research cost of Electricity II from level 3 to level 4.[/p]
  • [p]People now display the facial expression of their last moodlet for 20 in-game minutes before switching back to their dominant mood.[/p]
  • [p]Customers no longer try to perform their favorite customer service task if it hasn’t been unlocked or researched.[/p]
  • [p]The base bet amounts for casino games have gone up by about 35%.[/p]
  • [p]Customers now receive a random positive moodlet when exchanging casino chips.[/p]
[p][/p][h3]🎵 ADDED:[/h3]
  • [p]Added 25 brand new, creator-safe original background music tracks, and removed the old ones.[/p]
  • [p]Added 4 new wallpapers.[/p]
  • [p]Added ambient audio FX to overlay views.[/p]
[p][/p][h3]🖥️ UI:[/h3]
  • [p]Added a "Fired" indicator box for the employee menu.[/p]
  • [p]Fixed walkway foot traffic info text overflowing into the graphics area in the menu.[/p]
  • [p]Fixed an issue where subway parts showed incorrect taxi tooltip info.[/p]
  • [p]Added audio SFX to most main menu buttons. (Still working on the rest!)[/p]
  • [p]Fixed mechanic agent skill info text overflowing into the graphic area.[/p]
[p][/p][p][/p][p]Let me know if you find anything weird![/p][p]Thanks again for testing 💙[/p]

[Public Test Update] Echoes Of The Community Update is Now in Beta!

[p]After a full year in the making, the massive update I’ve been working on is finally in its last stage of testing, focused on fixing, balancing, and polishing. What started as a public test build has now officially become the beta for what I’m calling the second "Early Access launch".[/p][p][/p][p]Would you play an early access of an early access game? ːsteammockingːːsteamhappyː[/p][p]This is by far the biggest update yet. The whole game has been basically rebuilt from the ground up. Almost everything under the hood has been rewritten to be more stable, flexible, and future-proof. After launch, the scope of the game grew way beyond the original plans, so this update had to grow with it. Now, it’s finally ready for the long haul.[/p][p][/p][p]And the best part? It’s been completely shaped by the community. Every piece of feedback, every bug report, suggestion, wild idea, and late-night rant helped mold what this version became. So really, almost every feature we’ve agreed on together is in it.[/p][p][/p][p]So yeah, the main features are in, the new foundation is solid, and things are finally coming together. We’re almost there, and just about to kick off the huge roadmap ahead, packed with major updates and more content. But before all that, I could really use your help for one final round of testing on this upcoming unusually big update.[/p][p][/p][p]You can switch to the public test branch and jump in right now![/p][p][/p][p]⚠️ Heads-up: There’s no tutorial yet. So if you’re brand new to the game, I recommend checking out the older version first to get the hang of it. (That tutorial wasn’t the best either, but hey, the new campaign mode and tutorial system are on the way!)[/p][p][/p][p]Things are still a bit rough:[/p][p]Some content is missing, the balance is all over the place, polish is... let’s just say “a work in progress,” and yes, there are definitely still bugs hiding in the corners. So if you’re just looking for a smooth and stable Casino Resort Tower experience, I’d recommend waiting for the main branch release.[/p][p][/p][p]Thanks to this new foundation, updates from here on out will be and is much faster and smoother.[/p][p][/p][p][/p][p][/p][p][/p][h3]How to Switch to the Public Test Branch[/h3]
  1. [p]Open your Steam Library[/p]
  2. [p]Right-click on Casino Resort Tower and select Properties[/p]
  3. [p]Go to the Betas tab on the left[/p]
  4. [p]In the dropdown menu, select: publictest - Public Test Branch[/p]
  5. [p]Close the window, Steam will download the update automatically[/p]
  6. [p]Hit Play when it’s ready and enjoy the test build![/p]
[p][/p][p][/p][p]💡 Bonus Tip for Testers:[/p][p]Some of the development tools are still available for now to help you quickly test things, since game balance isn’t fully in place yet.[/p][p]You can access them by pressing O + P in-game.
[/p][p][/p][p]📢 Update Logs & Community Posts:
I’m planning to share regular update logs right here on Steam for the public test branch, which will always stay active and maintain the next major update.[/p][p]This means there will be three types of posts going forward:[/p]
  • [p]Public Test Branch Updates/Changelogs[/p]
  • [p]Main Branch Updates/Changelogs[/p]
  • [p]Community Gazette: where we’ll talk about future plans and community topics[/p]
[p][/p][p]Looking forward to keeping you all in the loop and hearing your feedback! Thank you so much for being here. Let’s make this final stretch count! ːsteamhappyː[/p][p][/p][p][/p][h2]📝 The Changelog[/h2][p]Since this is the first changelog for the public test branch here on Steam, I have to start somewhere![/p][p][/p][p]If I tried to list everything that’s changed compared to the current main branch version, it would be massive, so I’ll save that for the Major Update post when it officially goes live on the main branch.[/p][p][/p][p]For now, I’m starting with just the highlights, picking up from where I left off in Discord and the Community Gazette.[/p][p][/p][p]So, here’s the first official changelog for the publictest branch on Steam![/p][p][/p][p][/p][h3]⚡ Switchboard[/h3][p]While most of the utility system upgrades are planned for the upcoming Seasons Update and Architecting Heights, I’ve decided to release one of them early — because I know the late-game electricity spaghetti was driving some players nuts. 😅[/p][p]Introducing the Switchboard:[/p]
  • [p]Place a switchboard to merge all electrical connections from items in a room.[/p]
  • [p]You only need to connect the switchboard to the main power line.[/p]
  • [p]It will auto-connect to everything else in that room, greatly reducing wire clutter.[/p]
[p][/p][p][/p][p][/p][p][/p][h3]👥 Negotiations Window Overhaul[/h3][p]The HR Manager system already automates the late game hiring and firing (Will also be balanced like a lot of other things), but the negotiation window needed some love too.[/p]
  • [p]You’ll now see the chance of acceptance for your offer during salary negotiations.[/p]
  • [p]Acceptance is based on the job type, candidate traits, and of course, your offer.[/p]
  • [p]This makes the system clearer — or lets you roll the dice with lowball offers if you’re feeling lucky.[/p]
[p]Expect more UI/UX improvements to this and other UI systems over the coming week.[/p][p][/p][p][/p][p][/p][h3]🚍 Public Transportation – Fully Rebuilt[/h3][p]The reworked Transportation System mentioned in the last Community Gazette is now fully implemented, though a bunch of bugs are still being ironed out. Here’s a recap of the core features:[/p][p][/p][p]Public Transit – Key Highlights[/p]
  • [p]Complete Rebuild: Fully redesigned public transit system.[/p]
  • [p]Vehicle Management: Buy, sell, and maintain taxis, buses, subway wagons, all with unique stats and quirks.[/p]
  • [p]Licensing Required: You'll need to acquire city licenses before running each type of service.[/p]
  • [p]Vehicle Condition: From Brand New to Bad, condition affects pricing, breakdown rate, upkeep, and resale value.[/p]
[p][/p]
  • [p]Mileage Tracking: Tracks round trips to and from the casino, influencing wear and tear.[/p]
  • [p]Tradeoffs: High-mileage vehicles are cheaper but wear out faster and resell for less.[/p]
  • [p]Maintenance System: Each vehicle has maintenance intervals and service costs based on its stats and condition.[/p]
[p][/p][p][/p][p][/p]
  • [p]Automation: Hire Mechanics (as Agents) to handle upkeep and Drivers to run your fleet automatically.[/p]
  • [p]Subway Expansion: Once you convince the city and complete the construction, you can operate a full subway line to your casino.[/p]
  • [p]Modular Trains: Buy/sell different locomotives and wagons to customize your subway train setup.[/p]
[p][/p][p][/p][p][/p][h3]🧍 Townfolk + Upcoming Polish Phase[/h3][p]Since townfolk relations now matter more, especially when it comes to convincing the city for things like licenses or infrastructure, their quests and interaction style are getting overhauled during this phase.[/p][p]Lots of smaller improvements, tweaks, and bug fixes have also been made since the last Community Gazette, but these are the biggest changes so far.[/p][p][/p][p]As I mentioned earlier, I’ll be posting regular changelogs for the public test branch here on Steam. Expect almost daily balance tweaks, improvements and fixes as we push toward the full main branch release, and clean up the heavy system changes and remaining big construction mess that came with it.[/p][p][/p][p]Thanks again for being part of the test! Your feedback truly helps, and now, as we enter the final stretch for the Echoes of the Community update, let’s make it count. 💚[/p][p][/p][p]Cheers![/p]

Community Gazette - Issue #6 - Garage, Vehicles, Agents and the City

Hey everyone!

Back again with another Community Gazette! If you've been following development closely—especially on the public test branch—you probably already know that we’re reaching the final stage of the base game rebuild.

We’ve just wrapped up work on the final core system: public transportation, which builds on the transportation & rating revamp. It’s the last major content piece before we move into the polish and balance phase. With this, the main gameplay loop we've been designing is finally complete.

And that means we’re almost ready to ship something special to the main branch: a massive, unexpected update we’re calling "Echoes of the Community". It wasn’t even on the roadmap, but here it comes.


[h3]So, what’s changed since the last gazette?[/h3]
Originally, the goal for this update was pretty straightforward: take public transportation out of the research tree, let players buy buses, subways, and taxis, and set up schedules. Done and done.

But… if you know me a little by now, you’ll probably guess what happened next. I just couldn’t help myself, I had to add more details to the system, even though I knew we were already running behind schedule.. This update already started to feel like a second early access launch, so I wanted to rework this system to be more fun to manage, not just something you check off once and forget.

So it’s grown, maybe a little more than planned, but I think in a good way. Here’s what you’ll find in the new public transportation system:



[h3]Public Transit – Rebuilt from the Ground Up[/h3]
You’ll now need to buy, sell, and maintain your public transportation vehicles. That includes taxis, buses, subway trains, and wagons, each with their own stats and quirks. Just like walkways, you’ll need to get licenses from the city before you can run these services, but there’s a catch… which ties into a new dynamic with the townsfolk. More on that in a second.

Vehicles now have condition ratings—from Brand New to Like New, Fair, and Bad—and these affect everything: price, upkeep, even how often they break down. You’ll also deal with maintenance intervals, fuel costs, and yes, even vehicle mileage, which tracks how many round trips each vehicle makes between the casino and the city.

Higher mileage means lower resale value and more wear and tear—but also a cheaper price up front. Whether you invest in shiny new subway cars or pick up a few well-worn buses to get started is entirely up to you.

[h3]Maintenance & Mechanics[/h3]
Just like items and rooms in your casino, transportation vehicles need maintenance, but they do it in their own way. Each one has a maintenance interval (how many rounds it lasts) and a maintenance cost when it’s time to service it. These numbers depend on the vehicle’s base stats, its condition, and a little RNG from the dealer you bought it from.

If that sounds like a lot to micromanage, don’t worry. The idea is that, instead of constantly doing research, you'll be tinkering with different elements to expand your transportation capacity and automate tasks. Then, you'll revisit these aspects over time to keep improving. That's why you’ll now be able to contract mechanics as Agents to automate the process. Which brings us to…



[h3]Introducing: The Agent System[/h3]
We’re adding a new type of professional to the game: Agents. These are freelancers you can contract temporarily for specific roles and tasks. Unlike your regular employees and contractor workers, they operate outside your business and come with different perks and limits.

For now, the Agent system includes:
  • Drivers
  • Train Operators
  • Mechanics
  • Lawyers (Will be moved to this)

You’ll need drivers and operators to actually run your public transport vehicles. They also work as part of the scheduling system, hire one for mornings, and they’ll cover that shift hours automatically. Want full-day service? You’ll need two, but that also means faster mileage, more wear, and higher costs.

In future updates, more agent types will be introduced. Think detectives (for spying on rival casinos in the Rivalry update), or art dealers to track down rare pieces in the Luxury Amenities update.

[h3]A Bigger City, A Deeper Connection[/h3]
Your casino isn’t the only thing growing. Every bus, taxi, or subway line leads to the city, and the city’s going to matter more than ever.

To get licenses, you’ll need to build relationships with the townsfolk, especially if you want to run something like a subway line. The more you grow your public transportation network, the more important those connections become.

And this ties into the bigger picture: the city system will eventually connect to upcoming updates like Go Global, Rivalry, Catastrophes, and Advanced Logistics. This is just the start.



[h3]What's Next? The Polish Phase[/h3]
Once this update hits the Public Test Branch, we’ll begin the polishing and balancing process. After that, everything gets pushed to the main branch as a complete rebuild of the base game, and we shift into full-on content updates.

The polishing tasks are much smaller and quicker to complete. I’ve always been the kind of person who prefers to get the big heavy lifts out of the way early, and now it finally feels like the construction is done and we’re moving on to interior design. This is the fun part.

Here’s what’s coming in the final polish update:
  • Redesigned townsfolk quests and decision UI
  • Balancing of the main game loop values
  • Final implementation of missing AI behaviors (e.g., animations for the hood hair dryer, cigar lounge ashtrays)
  • Audio remastering
  • New UX for negotiations
  • Tutorial improvements
  • Visual & audio effect polish
  • Some key quality-of-life UI upgrades (with more in the QOL patch after Nightlife)


[h3]Wrapping Up[/h3]
I truly believe this rebuilt version of the game feels like a second early access launch, and it’s going to give us a strong foundation for all the content that’s coming next. Once polish is complete, we’re heading full speed into expansions, features, and chaos.

Thanks for being part of this wild ride and helping shape this unique, deep, and sometimes delightfully chaotic simulation.

See you in the next Gazette, Cheers!