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Containcorp News

v0.1.7

  • [p]Stair top sprite now visible on higher z levels.[/p]
  • [p]Fixed the issue with nuggets infinitely falling down ladders[/p]
  • [p]Fixed issue with spooky action at a distance concerning nugget jobs[/p]
  • [p]Fixed graves[/p]

v0.1.6

  • [p]Vehicle no longer appear on incorrect z levels when spawning in[/p]
  • [p]Tick process now catches errors with running ticks, in cases where tickers are made invalid or removed from memory[/p]
  • [p]Reduced some text sizes[/p]
  • [p]Removed "Build Roof" order[/p]
  • [p]Fixed issue with anomaly UI icon position[/p]
  • [p]Changed the colour of the anomaly ui icon to brighter yellow[/p]
  • [p]Fixed anomaly containment grant not being completable[/p]
  • [p]Fixed terms in some event descriptions[/p]

Containcorp Visual/Gameplay Overhaul - v0.1

[p]> Rebuilt user interface from the ground up[/p][p]> Added WIP campaign mode[/p][p]> Added various QOL features[/p][p]> Redesigned construction gameplay[/p][p]> Optimised game for large sites[/p][p]> Added helicopters[/p][p]> Fleshed out S-0010[/p][p]> Added localisation support[/p][p]> Added machine translations for non-English languages[/p]

Containcorp Overhaul Complete... it only took 6 months...

[p]After 6 months of what could only be called "very arduous work" (I burnt out multiple times), it's eventually.[/p][p][/p][p]"Done" is a nebulous term because the game is never really done. There bugs. There are design issues. There are 6 months' worth of content that needs adding. But perfection is the enemy of progress.[/p][p][/p][p]I'll be pushing patches to fix bugs, but for the most part. I just want to start adding anomalies and getting the game some meat on its bones, because currently it's sort of lacking in the anomaly department.[/p][p][/p][p]And that's the entire point of the game...[/p][p][/p][p]So anomalies will be coming thats for certain.[/p][p][/p][p]The major changes in the overhaul are as follows.[/p]
[p] Completely new artstyle[/p]
[p][/p]
[p]Completely new UI[/p]
[p][/p]
[p]Many gameplay changes and vocabulary changes[/p]
[p][/p]
[p]Lore and aesthetical changes i.e. new/fresh creative direction[/p]
[p][/p]
[p]Lots of Optimisations[/p]
[p][/p][p]Umm. That's probably it. Also, machine language support. A couple of languages are supported. I am hoping that community translations can improve them.

Anyway, not much else to say, other than check out the new demo and report bugs. Also, join the Discord and scream at me to add things, it keeps me motivated. Something I have been struggling to keep in recent weeks.[/p][p][/p][p]The game may or may not release into early access in late October. Depends on whether we get a publisher or not. So basically, I am saying, the game will release in October, most likely. I always preferred to go down the self-publishing route, and I have a feeling that's where it's headed.

To stop this becoming a ramble, I'll leave it here.[/p][p]Play the demo!
Bai.[/p][p]-RiskofRuin[/p]

Forensic Friday 82: The Great Rebrand & Steam Next Fest Post Mortem

Originally posted by Friday

Hey Readers!

It's been a while, hasn't it? Forensic Friday has been dormant because development has been exhausting, and honestly, writing these blogs on a Friday has been the last thing on my mind. The longer I put it off, the harder it became to catch up—so here we are. Instead of covering every change in the past two months (because there are too many), I want to focus on one major shift: The Great Rebranding.

[h3]Why Are We Rebranding?[/h3]
During Steam Next Fest, we realized that the game was struggling with first impressions. People kept comparing it to Rimworld and Prison Architect, sometimes even assuming it was a Rimworld mod or a clone. That wasn’t the reaction we wanted. While we originally thought the familiar art style would be a plus, it has actually worked against us.

Beyond that, as our game’s identity evolved into a corporate science dystopia with absurd anomalies, the art style we started with no longer fit. The game needed to look like the experience we were trying to create. To fix this, we’re making three major changes:

  • The Art Style – Moving to a “Corporate Memphis” aesthetic with flat colors and a grungy pencil texture, ditching Rimworld-style borders and shading.
  • The UI – A complete overhaul to distance ourselves from Rimworld and create a unique, distinct interface.
  • The Storytellers – Storytellers, as they exist now, are too tied to Rimworld. Instead of removing them entirely, we’re reworking them as Administrators who influence contracts and unique events rather than direct story generation.

[h3]Finding Our Identity[/h3]
This is bigger than just an art overhaul—it’s about defining Containcorp as its own thing. We’re also changing terminology:

  • Architect Mode → Build Mode
  • Grants → Contracts
  • Storytellers → Administrators
  • Story Events → Incidents
  • Raids → Invasions

Even the branding is changing to move away from Rimworld-like associations. We’ve removed the storytellers from our marketing, refocusing on the game’s absurdist corporatism and anomalies.

[h3]Injecting New Influences[/h3]
Instead of just Rimworld and Prison Architect, we’re drawing from Severance, SCP, Loki’s TVA, Dune, WALL-E, and more. For gameplay, we’re taking inspiration from Resident Evil, Half-Life’s Black Mesa, Portal’s Aperture Science, and Evil Genius.


Ultimately, this is about making Containcorp stand on its own. We don’t want it to be “like Rimworld” or “a Prison Architect mod”—we want people to recognize it as Containcorp...

Read Full Blog Post

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[h3]Wishlist the Game![/h3] [h3]Join Discord Server![/h3] [h3]Become a Patron![/h3]
https://store.steampowered.com/app/2483140/Containcorp/