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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  • [p]Removed outdated ticket price display from the subway menu.[/p]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]
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[/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]