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Disassembly Improvements + In-Game Bug Reporting - v0.40

🛠️ Scrapping Simulator – v0.40 Revision 3
Disassembly Improvements + In-Game Bug Reporting


[h3]G’day Scrappers![/h3]

Happy New Year! Here’s to a more focused and productive year for Scrapping Simulator ːhandywrenchː

After a long journey — and yes, nearly five years in Early Access Alpha — it’s clear this project needs to move forward and be finished. That point has been made clear, and I completely agree. As a result, I’ll be taking a more direct and streamlined approach to the game going forward.

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For anyone curious about just how far Scrapping Simulator has come over those 5 years:
Check out Scrapping Simulator from 5 years ago (v0.05) - FREE DEMO

This is the original pre-Steam build — no disassembly queues, no fancy accessibility features, no tool progression, no city, no levelling or perks, and not even screws in the earliest versions. What started as a basic prototype slowly grew into what you see today through constant iteration, rewrites, and a lot of trial and error.

Progress has been slow, but the difference is substantial — and that evolution is exactly why the focus now is on finishing the game properly.

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This update marks an important shift in how development and support will be handled.

From here on, bug reporting will be handled exclusively through the new In-Game Bug Report System and Discord Bug Report Tickets. Anything outside these channels is not a priority.

Reports that lack meaningful information (logs, reproduction steps, or usable detail) will be ignored. Chasing missing information, repeated back-and-forth, or making assumptions about whether a complaint will become an actionable Bug Report is no longer an effective use of development time.

To keep things productive, it’s important to clearly separate general discussion, feedback, and complaints from actionable Bug Reports. Bug Reports should be submitted with the intent of helping identify, reproduce, and fix an issue once and properly, using the tools provided.

This change allows me to step back from public-facing support and focus entirely on where my skills are best used — working on the game itself. Less time spent on PR, support diagnostics, and community management means more time actually finishing Scrapping Simulator.

This project needs to get DONE.

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With that said — here’s what you’re actually here for.

Patch Notes – v0.40 Rev 3

  • Furnace UI clarity improvements
    Renamed “Melting Temp; ###°C” to “Target Temp; ###°C” for clearer intent at a glance. Text colour coding has also been refined on applicable text:
    – Red = something is missing or not ready
    – Green = ready for operation

  • Temporary fix for bugged Microwave
    The Microwave should no longer become stuck and un-interactable on the desk. The root cause remains unclear due to limited data, but a recovery method is now in place.

  • Additional fix attempt for Pawn Shop sale issues
    Some newly spawned items may fail to generate a price, causing them to be rejected due to a $0 value.
    To guarantee a correct sale: take the item home, place it on the desk to spawn its components, then sell it for its accurate value rather than the AVG value used by dummy items. This issue will continue to be monitored.

  • Tool switching cooldown refinement
    Refined the tool switching cooldown to reduce disassembly lockups. This resolves most early-game disassembly issues (pre-perks and tools).
    Perk and tool upgrade combinations can still cause sync issues, so Disassembly Efficiency perks have been temporarily disabled to ensure stable gameplay.
    Tool upgrades now behave far more reliably. The Drill in most cases remains the most sensitive tool, in terms of a reliable and repeatable trigger, but is significantly more stable without perks enabled.

  • New In-Game Bug Reporting System
    A reliable in-game reporting pipeline is now live. Reports are transmitted automatically, removing the need for back-and-forth communication and follow-ups.
    No accounts, No registration required — simply fill out the form, submit, continue gaming.
    If you encounter issues with this system itself, please open a Discord ticket.

    Abuse Policy:
    Any attempt to attack, DDOS, or otherwise purposefully flood this service will result in an immediate ban from bug reporting. Continued abuse will lead to removal of access to Scrapping Simulator entirely. Malicious activity will not be tolerated and may result in legal action.

  • Improved screw interaction
    Small and Tiny screw hitboxes have been slightly enlarged to reduce pixel-perfect clicking.

  • Environmental audio balance fix
    Fixed the Rustling Leaves SFX being overly saturated. Tree audio output has been reduced by ~50% to better match other environmental sounds and provide subtle ambience rather than distraction.

  • Why is it so quiet? Try the Radio!
    One of the more overlooked items in the Hardware Store is the Radio. By default, it plays a selection of royalty-free background tracks and also supports custom music, allowing you to add your own.
    This was a highly suggested feature that replaces traditional background music used in early builds and gives players more control over their experience.

    More broadly — take a moment to slow down and explore. The game isn’t designed to punish you for stopping or taking a break. There’s no fail screen, no death screen, and no “you’re out of money, start over” scenario.

    That weekly power bill certainly isn’t going to wipe your save. In most cases, a single server’s worth of materials comfortably covers it, and the game provides plenty of breathing room if you choose to play at a slower pace.

    In saying that Scrapping Simulator is meant to be played at your pace — slow or fast. Though it could be beneficial to Browse the map (even small maps have Easter eggs), experiment, engage with some of the more overlooked systems, and enjoy the process. There’s much more to the game than the grind.



Happy scrapping — and Happy New Year! 🧰

Disassembly Bug Patch - v0.40

🛠️ Scrapping Simulator – v0.40 Disassembly Patch
[p]
[/p][h3]G’day Scrappers![/h3][p]
First off, I’d like to apologise for the delay with this patch. I was really hoping to have this issue 100% resolved before releasing it, but unfortunately it’s proven to be far more complex than expected and is beginning to push beyond my current skill level.

While taking a short break over the holidays, I felt it was still better to release the progress made so far rather than continue holding it back — even if the changes are relatively small.

Although the Disassembly freeze issue is not fully resolved yet, this patch does improve overall synchronisation between Disassembly systems, reducing the likelihood of freezes. It also introduces the ability to exit Disassembly if you become stuck or frozen, without needing to force-close the game.

For most players — especially early or general gameplay — Disassembly should function normally. However, once Tool Upgrades and Perks are purchased, the interaction between systems (Interaction, Disassembly, Queue, and Tools) becomes much tighter. In these cases, rapid inputs and rapid actions introduced by upgrades can still trigger freezes under certain conditions.

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[/p][h2]⚠️ Known Issues[/h2][p][/p][p] - Under certain conditions, when the Desk was Exited in a frozen/stuck state, the Disassembly Desk may become unresponsive.
- Rapid inputs combined with Tool Upgrades and Perks can exponentially increace the chance that Disassembly systems will desynchronise.
- In rare cases, a queued eWaste “Case” object may be removed by the Bug Detector, leaving behind an invisible or non-interactable item attached to the Desk.
Video Demonstration;
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[/p][h2]🧰 Self Remedies / Workarounds[/h2][p]
If you encounter any of the issues listed above, you can manually recover using the in-game Debug Panel.

Resetting a Broken or Unusable Desk
[/p]
  • [p] Open the Debug Panel with \[F1][/p]
  • [p] Enter the command: reset_desk
    - This will force-reset the Desk’s internal values, allowing it to correctly reattach the connected eWaste item and resume normal operation.
    [/p]
[p]
Invisible eWaste Item Stuck on the Desk
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  • [p][/p]
[p]
- This can occur when a queued “Case” object is removed by the Bug Detector, leaving behind an invisible hollow shell of the original item.

- To fully resolve this:

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  1. [p] Use the 'reset_desk' command once to remove the invisible object from the game.
    [/p]
  2. [p] Use it a second time to allow new items to be attached to the Desk.
    -This process will permanently remove the broken eWaste item from both your game session and save file.

    Important Note:
    Apply the fix while the item is still attached to the Desk.
    The Disassembly Desk has full access to eWaste items and all their component data with many Bug Fixing functions, making it one of the safest systems for de-bugging broken items.
    If removed, this Connection is broken and the game assumes it is a Normal Interactable Item and has no way to know if its broken/bugged or not.

    [/p]
[hr][/hr][h2]🔧 What’s Fixed[/h2]
  • [p][/p]
[p]\[] Patch notes are light for this update, as the primary focus was (and still is) Disassembly system polish and stability.
\[] Additional error checks and safeguards added across the Disassembly systems, including Interaction, Queue, and Tool handling.
\[] Addressed several oddities, such as certain random Pawn Shop items not being accepted correctly.
\[] A couple of blind fixes applied based on reports that did not include logs — these may or may not resolve the reported issues, as they cannot be reliably verified without testing data.
[/p][hr][/hr][p]
Thanks again for all the bug reports and feedback — and a reminder to please include log files with any bug report big or small. Logs are invaluable for tracking down issues accurately, effectively and swiftly. It’s always better to have them and not need them than to need them and not have them.

Happy scrapping! 🧰⚙️

I will keep you all posted on the progress with this Disassembly Bug and hope to have a resolve as soon as possible!

- Fury[/p]

Hot Fix for v0.40

🛠️ Scrapping Simulator - Hotfix


[h3]G’day Scrappers![/h3]
A quick hotfix has just been rolled out to smooth out a few rough edges and improve the v0.40 experience!

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[h2]🔧 What’s Fixed[/h2]
  • Fixed a bug where the game could occasionally freeze when starting a new game or tutorial.
  • Fixed a bug where days advanced an extra day after sleeping.
  • Fixed a bug where inventory values didn’t update when opening it by clicking the bag.
  • Fixed a bug where all scrap yard metal prices displayed as iron price.
  • Tutorial tip boxes under the main task can now be clicked through, making it easier to close UIs behind them.


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[h3]Patch 2;[/h3]
  • Trolley Interaction Improved: The trolley now has a small cooldown before unlocking attached items when released, preventing items from being affected as it snaps back to its upright position.
  • First Delivery Fixed: The first delivery will no longer be destroyed due to corrupt data after saving and loading.
  • 16% Save Crash Bug Squashed: That pesky crash during saving at 16% is officially gone.
  • Garage Lighting improvement: The light tubes in the garage now emit light through their materials: yellow by default, or white/blue with the light upgrade. Making the lights look a lot more realistic.
  • Real-Time Player Logs Added:
  • - The “Generate Player Logs” button can now generate Logs in real-time.
  • - A temporary RealTimeLiveLogs.txt file is created on startup to actively write logs immediately as events occur, making it easier to quickly report bugs without exiting the game.
  • - All produced logs are removed upon exit to prevent bloating, and Unity still generates the usual Player.log afterward anyway.
  • - Perfect for catching issues the moment they happen.




Thanks again for all your bug reports and feedback — keep them coming! They really help improve your scrapping experience.

Major Update - v0.40

🔧 Scrapping Simulator v0.40 — Major Update! 🚀


This update brings major reworks to core systems, making disassembly smoother, queuing smarter, and tutorials clearer. Grab your tools and let’s dive in!

[h2]🛠 Tool Handler Overhaul[/h2]
  • The Tool Handler has been completely rebuilt, removing all time/frame-based targeting and movement.
  • There is now a sole event listener that handles and distributes all player actions, rather than the Tool System and Queuing System listening and trying to Steal the first Disassembly Action, all systems now seamlessly flow with each other.
  • The annoying cooldown is gone due to the rework solving the game breaking bug.
  • From interaction to item removal, queuing, and tool handling, the entire disassembly system has been reworked, making it far more responsive, intuitive, and satisfying to use.
  • Let us pay respects to the hair follicles sacrificed during this overhaul. 😅


[h2]⛓ Smarter Queuing & Tool Changes[/h2]
  • Tool changes now integrate with the queue system for smoother disassembly flow.
  • Queue tool pickups/putdowns while removing components.
  • Chain actions together — queue up components that need the currently queued tool.
  • Only one tool pickup/putdown can be queued at a time, but clever timing lets you plan entire e-waste breakdowns up to 6 steps ahead.


[h2]📋 Text-based Queue List is back![/h2]
  • Since visual tool indicators could be confusing or misleading (especially when zoomed in), the queue now shows a clear text list of upcoming actions, for example:
Queue (4/6)
- Remove Small Screw
- Swap to Pliers
- Remove Transformer
- Remove Crystal Oscillator


🧱 Ingot Crate Improvements
  • Crate capacity doubled from 12 → 24.
  • Crates now support external add/remove systems, enabling easier integration with Storage Shelves.
  • Add/remove ingots from Storage Shelves while holding a crate with [E]/[F].
  • Increased scrap yard ingot sales slot from 21 → 24, matching the new crate size.
  • Faster drop-off at the scrap yard using the Crate.
  • Ingots removed manually are now placed in organized bounds instead of single stack that fall back into the crate.


[h2]📘 Tutorial Rework[/h2]
  • The tutorial has once again been rebuilt from the ground up, with clearer pacing, better tips, and less interruption.
  • Stage Info Panels spaced out; “Welcome” + “Name Changer” merged for smoother onboarding.
  • Green Hint Popups no longer pause gameplay; close with [ENTER] for less disruption.
  • Power System introduction moved later, after learning about the PC, for better flow.
  • All popups, tips, and stage descriptions rewritten for clarity.
  • Task prompts now include extra hints (e.g., when finding the pawn shop, tip: Press [M] to view the map).
  • Players with mid-tutorial saves may encounter repeated/missing stages — restarting the tutorial is recommended for the full new experience.
  • On first loading into v0.40, players will be offered a one-time chance to try the new tutorial (safe with existing saves).


[h2]⏱ Time Handler Updates[/h2]
  • Time of day can now be paused or delayed in Game State specific situations.
  • Tutorials start at 8 AM+ so shops are open, and the clock is delayed 15 minutes for learning freedom and to help resolve feeling rushed through the tutorial.
  • Added a 30s grace period when turning off devices before sleep, to prevent passing out by accident.
  • Returning players trying the new tutorial get a 5 min grace period so progress isn’t disrupted.


[h2]🐛 Bug Fixes & Tweaks[/h2]
  • Fixed XP bars not showing actual skill progress correctly.
  • Fixed Ingot Storage Rack indicators staying active after placing an ingot.
  • Fixed Plastic Bottle Achievements (Spare No Expense I/II/III) not triggering — pick up one more bottle to unlock.
  • Fixed bug where Flathead Screwdriver swapped materials with SSD chips in the queue.



That’s it for v0.40 — a big step forward for smoother disassembly, smarter queuing, and a more player-friendly tutorial experience.

💬 As always, feedback is welcome! Jump into the community hub or Discord and let me know how these changes feel.

Happy Scrapping All! 💚

Hot Fix for v0.39

🛠️ Scrapping Simulator Patch Notes

[h3]G’day Scrappers![/h3]

A Hot Fix has just been rolled out to improve your scrapping experience!

[h2]🛠 What’s Fixed:[/h2]
  • Stutter issues while disassembling
  • Crucible display bug showing Gold/Silver Ingots as massive screen tears
  • Potential 16% Saving Bug – this one is tentative; I have made some educated adjustments, and will continue to monitor it.


[h2]🎉 What’s New:[/h2]

[h3]Queue Stacking for Child Components[/h3]

When a Parent Component is queued or removed, its Child Components can now also be queued for removal.

This improvement was made possible thanks to the recent Queue, Component Interaction, and Disassembly reworks.

This hot fix is now available on Steam – happy scrapping!

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