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Scrapping Simulator News

Hotfix for v0.38 - Trolley Fix

G'day Scrappers!

🛠️ Just a quick little hot fix to fix the Floating Trolley Bug

  • 🖥️ Removed the Stray Collider on the Dummy LCD TV which was causing clashing issues with the Trolley Collider while in operation, causing the levitation glitch.


Thank you all again for your feedback and bug reports - Please remember that providing Player Logs can really expedite the time it takes to Patch pesky bugs like this ːsteamhappyː
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Hotfix for v0.38 v2

G'day Scrappers!

v0.38 brought a lot of major improvements — but also some uninvited guests in the form of stubborn bugs. This second hotfix aims to squash the last of them and smooth things out once and for all.

You may also notice gone are the extension Versions (ie v0.38'.2') to aid in European and other Regions utilizing Commas (v0,38,2 rather than v0.38.2) being able to play the game without Saving/Loading Issues due to the Version Checker System not being able to Convert Comma Value to Decimal Value.

Here’s what’s been fixed in v0.38 v2:
  • 🐛 Fixed Dummy Items being treated like real E-Waste during loading, causing all kinds of issues with disassembly, interactions, and the trolley in some cases.

  • 🔁 Scrapper Joe Tasks will now re-roll correctly should a task load in with an 'Amount' requested being Zero.

  • 🛠️ Fixed Dummy Items not being accepted at Scrapper Joe’s drop-off.

  • ✨ Redesigned the Street E-Waste Indicator — gone are the blue particle streams; now you’ll see a subtle green glow instead (Similar to how Child Errors show in Disassembly). Being easier on the eyes and more immersive.

  • ⚖️ Dummy Items now inherit proper weight values (instead of just dollar value), meaning weight-based systems will behave more accurately.

  • 🧠 Fixed RAM components in PCs, Laptops, and Servers not loading properly on second save/load cycles.

  • 💾 Fixed a bug where some purchased items weren’t being recognized as “Owned” in the [F1] Command Prompt.

  • 🖥️ First Tutorial Panel (Controls Intro) now displayed correctly across all aspect ratios — no more skewed controls on ultrawide or 4:3 setups.


Thanks again for your patience, your bug reports, and your ongoing support.
This patch should stabilize the big changes brought in with v0.38 — and I feel now we’re finally back on solid ground. 💚

Hotfix for v0.38

G'day Scrappers!

Thanks so much for diving into v0.38 and sharing your feedback — it’s been awesome to see so many of you back in-game. As to be expected with such a large update, a few bugs slipped through the cracks. This hotfix addresses the most urgent issues affecting gameplay and stability.

[h2]✅ Hotfix Changes & Fixes:[/h2] [h3]WorldTimeAPI Errors Resolved[/h3]
  • The game will now abort time-related setup if the external WorldTimeAPI service is down, preventing log spam and unexpected behaviour.


[h3][M] Key Interference During Name Setup Fixed[/h3]
  • Pressing [M] during the start-up tutorial no longer opens the Map UI.

→ If your name was never properly set, you can use [F9] to change it at any time (when not 'Busy').

[h3]Tutorial Panel Text Rewritten[/h3]
  • Most tutorial messages have been reworded to be more compact and clear.
  • Key terms and input prompts now appear highlighted in colour for better visibility.


[h3]Cash Text Sync Fix[/h3]
  • Resolved an issue where player cash wasn't updating correctly when starting a New Game or Tutorial.


[h3]Disassembly Queue Soft Lock Workaround[/h3]
  • A temporary interaction lockout has been added during disassembly transitions to prevent rare soft locks when switching between components and queued items.
  • While not ideal, this small delay ensures stability and avoids full lockouts that could cost minutes of progress.
  • Far to many hours have gone into debugging this issue and this is the best I can come up with for now — this is a temporary fix while a better solution is found.


[h3]NPC Footstep Sound Optimization[/h3]
  • NPC footstep audio now has reduced travel distance and falloff, helping to declutter the soundscape and improve performance.


[h3]Randomized SFX Variations[/h3]
  • Scrapping, drill, and clicking sounds now play with subtle pitch variation to reduce repetitiveness.


[h3]Dummy RNG E-Waste Save Fix[/h3]
  • Resolved an issue where Dummy RNG-based E-Waste items were not being saved correctly.


[h3]Removed Excess Log Spam[/h3]
  • Cleared out several redundant log messages to reduce console clutter and improve performance tracking.

Major Update - v0.38

v0.38 Major Update


[h3]G'day Scrappers![/h3]
It’s been quite a while since the last update, and I want to start by thanking you for your patience and continued support and hope you are all well.

As some of you may remember, I stepped away from development to focus on my mental health and personal life. It wasn’t an easy decision, but it was a necessary one — and throughout that time, the community’s understanding has meant more than I can put into words and I cannot thank you all enough.

Today, I’m proud (and honestly a little nervous!) to share Update v0.38 — a massive overhaul packed with performance boosts, new features, polish, and quality-of-life improvements. This update marks a major milestone in getting Scrapping Simulator closer to the vision I’ve always had for it.

Whether you’re just getting into the game or have been with me since the early builds, I hope this update shows just how much I still care about this project — and about you, the players who've stuck by it.

You may have noticed things like the DefectGaming Website going Down, GitHub and Wiki reliance throughout the game being removed etc, this is for a multitude of reasons, though the main ones being to Centralise communications, reports and suggestions to Steam and Discord which are more widely used by most Players and to revert from more a Business stance to return more to a Hobby.

Thanks again for being here. I hope you enjoy everything that’s new in v0.38, and as always, your feedback is more than welcome.

💚 Stay awesome,
– FuryFight3r

[h2]🧾 New Features & Content[/h2]
[h3]🤝 New NPC: Scrapper Joe (Task Giver)[/h3]
  • Introduced Scrapper Joe, a fellow scrapper who now resides in one of the town’s houses.
  • Offers 3 daily randomized optional quests (materials, E-Waste items, or sub-parts).
  • Rewards: +20% cash value (based on raw materials) for turned-in items.
  • Trade-Off: Tasks give no XP but allow players to earn extra cash while skipping disassembly.
  • Includes 1 daily quest re-roll option.
  • Designed to balance time, XP, and earnings for more strategic gameplay.


[h3]🗺️ Basic Map System[/h3]
  • Press [M] to open a basic map of the town and Points of Interest (POIs), primarily to assist new players with navigation.


[h2]🛠️ Gameplay Fixes & Improvements[/h2]
[h3]⚙️ Tool Handling & Bugs[/h3]
  • Tools now properly return to their holders, allowing them to be picked up again.
  • Reworked tool interaction and queuing systems to improve consistency and eliminate frame-specific bugs.
  • Tools now follow smoother motion cues, making disassembly and switching tools more responsive.


[h3]🔄 Cash Display & Rolling Animation[/h3]
  • Added a "rolling" animation to the Player Cash UI to visually show cash increasing or decreasing during purchases and sales.


[h3]🔧 Physics & Carrying Fixes[/h3]
  • Small Crate temporarily (or permanently) removed due to unreliable physics behaviour with nested objects.
  • Large objects like solar panel boxes now have designated carry hotspots for improved visibility while transporting.


[h3]🛒 Shops & Inventory[/h3]
  • Completely reworked shop time handling for better performance and fixed midnight-related errors.


[h3]🔨 Hardware Store[/h3]
  • Updated pickup instructions for clarity.
  • First-time purchases now display a popup tip.
  • Trolley now spawns near purchase boxes for consistency.
  • Fixed bug where closing the inventory via the bag icon left the game in a "busy" state.


[h3]📦 Weight & Trolley Handling[/h3]
  • Item mass now calculated dynamically based on actual contents, affecting trolley weight and handling.


[h3]🔍 Mouse Hover System Improvements[/h3]
  • Reworked [V] hover tip system to be more compact, dynamic, and accessible across multiple systems.
  • Background visuals added for better readability.


[h2]🔊 Audio & Visual Adjustments[/h2]
[h3]🎧 Sound Tweaks[/h3]
  • Reduced overall volume for:
  • Air vehicles (lower sound + higher altitude).
  • Large ships (moved further offshore + quieter horns).
  • NPC footsteps, rivers, and ocean.
  • Enables playing with full SFX volume without harsh audio spikes.


[h2]🎨 Performance & Graphics[/h2]
  • Disabled reflections on most materials (except glass) to reduce FPS drops—particularly with large numbers of E-Waste or ingots.
  • Extended the ocean floor to avoid abrupt visual drop-offs.
  • Reduced fish populations to further improve performance across all quality settings.


[h2]🧠 Perk System Overhaul[/h2]
[h3]🌟 New Perks[/h3]
  • Trading Tree: Evaluator – shows current raw material value of hovered objects.
  • Disassembly Tree: Insight – reveals material contents of hovered E-Waste parts (late-game perk).
  • Both perks are toggleable with [V] and are designed to reduce UI clutter when not needed.


[h3]🔁 Perk Reset & Balancing[/h3]
  • Perk costs repositioned and rebalanced to accommodate new perks.
  • All players loading from a previous version will have perks reset and refunded appropriately.
  • Max perk points remain at 150.
  • Buffed Disassembly Time perks:
  • Tier 1: 10% (up from 5%)
  • Tier 2: 25% (up from 10%)


[h2]🛒 Pricing & Disassembly Updates[/h2]
[h3]💰 New Pricing System[/h3]
  • Completely reworked material value calculations.
  • Prices update only:
  • After spawning
  • When picked up and dropped
  • Or via a manual command (update_prices)
  • Helps prevent stutters from bulk updates.
  • Scrap Yard prices are now saved between sessions, only changing with a new in-game day.


[h3]🖥️ Dummy E-Waste Items[/h3]
  • Introduced performance-optimized "Dummy" E-Waste objects:
  • Appear identical to real ones but contain no internal components until placed on the disassembly bench.
  • Old E-Waste from previous saves automatically converted (excluding RNG-generated PCs, laptops, and servers).


[h3]📦 Pawn Shop Sales[/h3]
  • Improved system for avoiding accidental sales of non-E-Waste items.
  • Dummy items can now be sold based on stored average prices.


[h2]👥 NPC & Environmental Enhancements[/h2]
[h3]🧍 NPC Scrappers (Soft Clean-up System)[/h3]
  • Street E-Waste items left unattended will now be collected by NPC scrappers over time.
  • Items on your property or currently carried/trolley-attached are protected.
  • Scrapper aggression scales based on how much E-Waste you own:
  • ~150 items: NPCs will aggressively collect unclaimed E-Waste.
  • Adds lore-friendly clean-up and boosts performance by reducing map clutter.


[h3]📅 Sunday E-Waste Boost[/h3]
  • Weekly event every Sunday increases E-Waste spawns to help players prepare for Monday's bills.


[h2]🐞 Bug Fixes[/h2]
  • Fixed event system not setting world time for special events (e.g. Halloween, Christmas).
  • Resolved NPCs getting stuck on paths or appearing to float.
  • Fixed 4GB DDR4 RAM stick not playing its removal animation.
  • Fixed Solar Inverter UI display issue.
  • Fixed DVD/CD drive logic allowing motherboard removal before laser.
  • Fixed lost items falling under the map being unrecoverable (now sent to Lost & Found box).
  • Corrected a typo in the Scavenging Skill description.
  • Fixed object rotation and interactions while in "busy" UI states (inventory, pause, etc).


[h2]🔁 Deprecated Systems[/h2]
  • Removed the [F8] Bug Report tool.
  • GitHub integration (bug reports, wiki, suggestions) will be phased out over future updates in favour of Steam and Discord.
  • Removed the orange 3rd-Party EULA disclaimer on Steam and at start-up. Risks will now be communicated more naturally during gameplay and tutorials.
  • Removed the "Help_Me" PC app to continue phasing out external links.


[h2]📊 Backend & Performance Optimizations[/h2]
  • Improved perk system to make it more efficient and accessible across various game scripts.
  • Major rework of the price-lookup and item content systems for better accuracy and smoother gameplay.
  • Optimized how disassembly queues operate (removed buggy UI, improved logic).
  • Overall systems now require fewer frame-perfect moments and handle queued operations more smoothly.


Thank you all for playing Scrapping Simulator and supporting its development! Your feedback helps shape every update as we get closer to v1.0.

Change of Pace for Scrapping Simulator

G'day Scrappers! I hope you are all doing well

As announced on the DefectGaming Discord Server - I am making a News Post here to announce the future of Scrapping Simulator

Scrapping Simulator started it's Steam Journey in late 2020 and has been a non-stop grind of development, research, support etc, to get it to where it is today, prior to this grind it was just a hobby that I really enjoyed doing in my spare time.

Without getting too much into the meat and bones of it and trying to stay on topic of Scrapping Simulator - Toward the start of this year, I'd made an announcement that I needed to get Scrapping Simulator done and move on asap, as I could sense my mental state declining and things were looking pretty bleak, not so much for Scrapping Simulator, but more so for me personally.

After facing the inevitable mental breakdown a few weeks ago, shutting everything and everyone out and giving myself some time to reflect on my many bad decisions in life, I've come to the realisation that working on Scrapping Simulator day in, day out, while life around me is just falling apart and crumbling is not sustainable. The plans for Scrapping Simulator are going to be changing in order for me to have a sustainable life and even be able to create Games in the first place, because there is certainly no future for Scrapping Simulator if I become homeless or worse dead trying to chase this dream.

Announcing personal things, or even just being present for that matter in any online setting is a means to open up for scrutiny, despite a handful jumping ship moments after the Discord Announcement and some egotistical remarks and assumptions made to belittle me during my worse was a bit of a kick while I'm down, but I mean it's the internet after all what more can we expect, regardless I thank anyone that showed support in this incredibly tough time.

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At this stage my idea toward the games development is to get it to a more sustainable state that has minimal bugs and all working current features rather than constantly trying to add more and more, such as fixing the Chem Station and other Main Game features, all to an acceptable working standard. As well as fixing the Comma Bug for Euro Players if possible (If not, Euro Regions will no longer be able to purchase Scrapping Simulator, as it's unplayable in most cases, until further diagnosing can be done).

By a 'Sustainable State' I mean that the game can stay in this state, where I can be less active for a bit and get my life in order and things will be okay enough for the game that I don't need to dedicate 12 hours a day toward it.

With the next Update of v0.38, I had already crammed a bunch of new Features and Bug Fixes into it before my breakdown and it has just been sitting in limbo since, but as for the planned Updates/Patches for v0.38 most are checked off and are ready for public release, however a few Bugs and Issues are still present that are delaying the release and I haven't yet had the motivation to open Unity since.

As for myself my plan is to spend Weekdays seeking Full-Time employment, going to the Gym, Getting out more, spending time with Friends and Family, working on improving my Mental State and enjoying life.

As for Scrapping Simulator my plan moving forward is to have Saturday as a 'Support Day' answering questions, giving support, responding to Bug Reports/Suggestions etc and having Sunday as a 'Dev Day' that will involve actual progression on Scrapping Simulators development until it reaches that 'Sustainable State'.

Once Scrapping Simulator reaches the 'Sustainable State', a Duplicate Build of it will be made, one being the 'Sustainable State' that will be available to the public which may receive the occasional bug fix if needed - And a Private Build that I will chip away at to reach v1.0 Full Release in a private manner, without the added need and stress of trying to maintain the integrity of Save Files each and every update, chasing Log Files when things go wrong, creating monthly Patch updates/Announcements and so on.

This is certainly not the end for Scrapping Simulator, either way I am going to finish it and get it to the goal I want it to be at regardless of what happens, just that the path to get there is a little scattered at the moment, nevertheless I've got to focus a bit more on myself and stop letting this whole Game Dev thing consume my life.

Updates and News Posts will be pretty sparse once the v0.38 Update and subsequent 'Sustainable State' Updates that follow come out, however if the Care and Want is there for it I may create some Sneak Peeks into the progress of the private v1.0 workings of development progression, to allow for some feedback and suggestions on the progress, though if there's no demand for it, then there is no need for me to waste time doing so.

I thank you all for your support and sticking around for Scrapping Simulator's development and hope to see as many possible on v1.0 Release Day

- Happy Scrapping!