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ContractVille Full Release Now Available

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Hello dear contractors!

We have now reached the end of our early access period, which began on May 31, 2024.
First and foremost, we would like to thank all our players who have supported us from the very beginning and helped us develop ContractVille.
With the Full Release, we would like to inform you that we have renewed the ContractVille brand and our store page and game cover have been renewed. With that, we invite you to watch our Full Release Trailer.

With the release of ContractVille 1.0, we are starting a new beginning. The end of this early access period marks the beginning of a new era. We will continue to improve ContractVille and try to fulfill your wishes.

With version 1.0, we are introducing NPC Workers. We will continue to improve this update throughout 2025.

ContractVille completes Full Release with the release discount.

https://store.steampowered.com/app/2698780/ContractVille/?snr=1_2108_9__2107

We would like to share with you our Road Map for the remainder of 2025. With your feedback, we’ll keep shaping the future of ContractVille throughout 2025 and beyond.



We hear your requests and criticisms. We will continue to work hard to bring ContractVille to its full potential.

In version 1.0, many bugs were fixed. We have completed the NPC Workers update and will continue to improve it.

[h2]NPC Workers[/h2]



In November 2024 we did a Player's Choice Survey and the most requested update out of the 10 options was NPC Workers.
We delivered on our promise and NPC Workers is now available in version 1.0!

Get Workers Cabin upgrades from the control panel in your office, then hire workers. Send them to your missions in active missions and lands and let them help you by giving them commands.

We read in the comments of previous announcements that you want workers to bring goods from the warehouse, but as we mentioned there, we think this would disrupt the flow and organization of the game.
We will fulfill this request with the Cargo From Storage update that we mentioned in our roadmap.

If you want to learn more about the NPC Workers update that came with version 1.0, you can read the DevLogs we prepared for them.

[h2]Bug Fixes & Improvements[/h2]

We’ve been hard at work fixing a number of inconsistencies, visual glitches, and multiplayer synchronization issues to enhance your experience. Below is a summary of the most significant changes included in this update:

[h3]🏠 Building & Mission Fixes[/h3]
  • Resolved an issue where placeholder houses would revert to default window and door colors instead of preserving player-installed choices after mission completion.
  • Fixed a bug causing the “General Progress” bar to incorrectly display 25,500/100 at the start of the Build phase instead of 0/100.
  • Exterior Cladding can no longer be installed before reaching the Exterior Work phase, and cladding installed prematurely can now be removed with the Demolish Tool.
  • Adjusted Build Mission logic to properly complete the “Clad Exterior Walls” objective when the required amount is exceeded.
  • Improved tile placement logic to prevent new tiles from being placed directly over existing tiles, avoiding visual glitches and z-fighting.
  • Rug tiling behavior adjusted to prevent rugs from being trapped underneath new tiles during renovation missions.
  • Corrected an issue where mission planning and requirement checks continued to use the metric system even when imperial was selected.


[h3]🧰 Tools & Animation Enhancements[/h3]
  • Improved texture resolution on newly added “Go Green” tool skins across all tools, particularly for the trashbag, window cleaner, paint roller, plasterer, and screwdriver.
  • Fixed an issue where the painting animation would loop indefinitely when attempting to paint with an empty roller (0% paint).
  • Snap Mode no longer auto-enables when placing windows while it is disabled.


[h3]📦 Trash Compactor Adjustments[/h3]
  • Updated in-game prompts for the Trash Compactor to more accurately reference “non-recycled boxes” instead of “trash.”
  • The warning text now reads “You need two non-recycled boxes to compact!” and “Non-recycled box types need to be same!” for improved clarity and consistency.


[h3]✉️ Mail & Contract Missions[/h3]
  • Fixed an issue in Mail Mission ID 19 where the progress incorrectly remained at 76% despite only a few tasks remaining. Progress now correctly reflects actual task completion.
  • Resolved a missing rug issue in the same mission that prevented full task completion.
  • Corrected collision and placement issues causing accessories like toilet paper in ID19 to spawn inside walls, preventing interaction.
  • Fixed an issue in ID33 Lin Decorate Contract where guest room tiles and rugs could not be interacted with.
  • Adjusted Clean Water Campaign logic to allow retrieval of boxes even if the ghost overlaps during the wooden plank phase.
  • Fixed an issue where Whoopie Cushions (formerly Fart Bombs) would become invisible or irretrievable when placed behind specific vehicles.


[h3]🏭 Factory & Item Behavior[/h3]
  • Improved interaction logic for the Advanced Factory panels to prevent repeated activation after the progress bar passes 80%.
  • Corrected the visual and logic behavior of coupon payments even when panel progress appears stuck.
  • Fixed a bug where aborted Build Missions could still allow digging during the planning phase.
  • Trash Compactor logic now accurately reflects the required material types and avoids misidentifying materials.


[h3]🎨 Visual & Save/Load Fixes[/h3]
  • Ceiling paint now correctly saves and loads across sessions, preventing ceilings from reverting to white.
  • Low-resolution thumbnails in the Hardware Store have been addressed for various items including roof tiles, gables, chimneys, and roof windows.
  • Resolved visual glitch allowing mission house furniture to be pushed inside exterior walls, causing progress blockers.


[h3]🚚 Vehicle & Physics Fixes[/h3]
  • Fixed a bug where placing Non-Recycled Boxes on top of tires in a vehicle trunk caused vehicles to float upon entering the driver seat.
  • Corrected issue with the trolley becoming immovable when overloaded with mission items and used near stairs.
  • Prevented player vehicles from spawning in the air due to save/load conflicts with NPC vehicle spawn points.


[h3]📦 Store & Multiplayer Consistency[/h3]
  • The “Return All” function now works correctly for clients in multiplayer sessions.
  • Store sales are now synchronized between server and client, including sale prices, in-store displays, and promotional emails.
  • Resolved crash issue when combining a \$5 item with max-stock decoration items in the cart during a sale, preventing a stack overflow error.
  • Online Store thumbnails for Contract Build Missions now correctly show the mission-specific image instead of the default Cargo Point thumbnail.
  • Improved item need tracking in the Mission Needs tab, ensuring accessory types are accurately counted regardless of variation.


[h3]🪟 Windows & Cladding[/h3]
  • Fixed incorrect screw placements on windows near staircases, ensuring screws appear on the correct (interior) side.
  • Resolved an issue where old windows would remain on the parcel even after demolition and repurchase of the same lot.


[h3]🔊 Sound & Effects[/h3]
  • Aborting Logistics or Mail Missions no longer triggers the “Mission Complete” SFX or “Vehicle Not Found” warnings.
  • Resolved an SFX bug where the sound of filling a generator persisted even after the generator was moved away from the fuel source.


  • Many minor bug fixes were implemented.
  • Many minor visual bugs have been fixed.
  • We continue to fix and work on Crash bugs.


If you would like to follow our social media accounts, you can find "More Ways To Connect" section below.

NPC Workers - DevLog #2

Hello Contractors!
We're back once again with the ContractVille developer diary.
As you know, in our previous announcements, we announced that we will introduce NPC Workers with Full Release.
We are very close to Full Release and we wanted to share the latest status of NPC Workers with you.
We will announce our roadmap after Full Release very soon. Exciting new features are waiting for you!
Before we move on to the NPC Workers DevLog, I would like to emphasize that the following are not the final versions that will be available to you and that mechanics and visuals are subject to change.

[h3]NPC Workers - Breaking News![/h3]
In DevLog #1, we mentioned that the UI is not ready yet, it has not been updated. In this article, I would like to inform you that the UI has been updated.
You can hire your workers by going to Employees in the Company app on your tablet.
As we mentioned in DevLog #1, this section will only be available when you get the Worker Cabins upgrades in your office.
You will pay NPC Workers a daily wage, which will increase according to their level. Their level affects their work speed.
You will be able to select the employee you hire and send them to available lands and missions.



In DevLog #1 we mentioned that the office will now have a second entrance and exit area. And in our latest beta version we have now added these paths. NPC Workers will exit their cabins and use this path to get into the waiting vehicle.
It also means that you can now leave the office and go straight to the recycling factory.
After a few seconds, the vehicle picking up the workers will drop them off at their posts and they will be ready to work.



You can select and command workers in the workspace by pointing at them with your finger. After selecting a worker with your finger, show him the work he wants to do.
In DevLog #1 we showed that workers can demolish. This time you will see them working on a construction site. You can have them complete a construction from start to finish.



You can also have workers collect garbage. In some cases it is much easier to pick up the garbage they leave behind.🤣
In many ways, we think NPC Workers will bring a new level of fun and plenty of funny moments to ContractVille.



We remember when making cement was a pain for you. Following your criticism, we enlarged the cement machine and presented it to you as Mortar Mixer Level II. We also introduced a larger version of the cement packs.
After all these, now NPC Workers will be able to do the cement work for you, which will be a great convenience for our players who play ContractVille especially alone.



It is very pleasant and relaxing to watch them pour the cement.



We would like to say that you should buy all the materials they need. And in the current version they use the materials more than you will. We think that the workers steal the materials and use them for other things. Well... Of course, it could be because we haven't set it up yet.



In the current beta version, level 3 workers lay the bricks in threes and fives. And when you're working on a small plot of land, it gets done pretty fast!
Of course, it must be said that the daily wage of a level 5 worker can be a hefty price. In the example below you can see 3 level 3 workers laying all the bricks in less than 1 minute.



As at the end of DevLog #1, I would like to end this article by showing you a bug.
An NPC worker throws a box away for no reason!
Just one of the issues to be resolved before we present it to you.



We continue to fix a lot of bugs with NPC Workers, such as problems with their navigation, headbutting boxes, getting stuck in some places and not doing what is asked correctly, and we have fixed many of the previous ones. We can't wait to complete the improvements and release the full version.
You can rest assured that our testing team goes through all the processes in detail to ensure you have the best experience. And as always, we will take your criticism and suggestions about NPC Workers into consideration after the Full Release.
After the release, we will have a channel on our Discord server where you can write about everything related to NPC Workers.

Thank you very much for following us and reading this post.
Lots of love to our players who support us! 💙

If you would like to follow our social media accounts, you can find "More Ways To Connect" section below.

🥪 From the FiftyEight Studios: Sandwich Simulator!

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[h3]A new flavor of chaos — now on Steam![/h3]
Hey contractors!
While MYM Games Studios is preparing for version 1.0 of ContractVille, FiftyEight Studios is excited to announce Sandwich Simulator. Sandwich Simulator now has its official Steam store page!
While Sandwich Simulator is a different project, we think it shares the same playful spirit that many of you enjoyed in ContractVille. We at FiftyEight Studios want you to be the first to see it and hope you'll add it to your wishlist if it piques your curiosity!
ContractVille will continue to be developed after the full release and we will share more details with you in the coming days. I would like to remind you that the development of Sandwich Simulator is independent from the ContractVille project. It's just a tool to promote FiftyEight Studios' new game, not to diminish our commitment to ContractVille.

Sandwich Simulator is a restaurant simulation game that can be played solo or with up to 4 players in online co-op. Players manage a sandwich shop by taking orders, preparing sandwiches and side items, cleaning the restaurant, and ensuring customer satisfaction. Time management, task coordination, kitchen layout, and restaurant expansion are key elements of the gameplay. The game offers both single-player and cooperative multiplayer.

Sandwich Simulator early access launches on May 26th!


https://store.steampowered.com/app/3445340/?snr=2

[h2]📜 What’s on the Menu?[/h2]



[h3]🥪 Make Sandwiches, Not Mistakes[/h3]
  • Bake your bread, stack your ingredients, wrap your creation, serve it fast.
  • Simple, right? Not when your grill is full, your orders are piling up, and there’s a queue out the door.




[h3]🍟 Serve Up More Than Sandwiches[/h3]
  • Side dishes include fries, onion rings, nuggets, drinks, coffee, and ice cream!




[h3]🔥 Time Management Is Key[/h3]
  • Over 10 ingredients, 4 bread types, and endless combinations.
  • As your restaurant becomes more popular, orders get more varied and challenging — but also more fun!




[h3]🧼 Clean Kitchen, Happy Guests[/h3]
  • A clean restaurant keeps your customers smiling.
  • Wipe tables, mop floors, take out the trash, and give that restroom some love.




[h3]🚗 Serve More, Earn More[/h3]
  • Accept online orders and deliver them with the help of couriers
  • Unlock drive-thru service to reach even more customers without crowding your tables
  • A great way to expand your business without expanding your floor space.




[h3]🛠️ Build It Your Way[/h3]
  • Rearrange furniture, move your equipment, and design your dream kitchen layout.
  • You decide how your restaurant looks and flows. You can change the name and logo of your restaurant!


If you would like to follow our social media accounts, you can find "More Ways To Connect" section below.

Update 0.9 - Openable Curtains

[h3]Hello Contractors![/h3]
In this update, we've addressed a wide range of issues reported by our players and testers, aiming to improve both the stability and consistency of gameplay across all systems. From visual inconsistencies to multiplayer synchronization fixes, this patch resolves key problems and enhances the overall experience. As we approach ContractVille version 1.0, we continue to focus on bugs.

Following the Openable Windows update, we're adding one more addition to the windows and introducing Openable Curtains.

[h2]Openable Curtains[/h2]
Now you can open and close the curtains too!



https://store.steampowered.com/app/2698780/ContractVille/?snr=1_2108_9__2107

[h2]Bug Fixes[/h2]
[h3]🛠️ General Item & Visual Fixes[/h3]
  • Material Swap Issue Resolved: Changing the seat material of the makeup table no longer affects the mirror material.
  • Incorrect Materials and Textures Fixed: Several items that displayed incorrect materials or textures—both in previews and after placement—now appear as expected.
  • Painting Mix-up Resolved: In some paintings, there were cases where the picture did not match the purchased products. This problem is now fixed.


[h3]🪟🪟 Openable Window Fixes[/h3]
  • Texture & Color Mismatch Fixed: Openable parts of windows now match the frame's texture and color instead of using defaults.
  • Screw Interaction Logic Updated: Screws on openable windows can no longer be removed while the window is open, preventing softlocks.
  • Tint Consistency Restored: Openable window panes are now transparent like their non-openable counterparts.
  • Interaction Bug Fixed: Openable windows are no longer interactable after house sale or mission completion.
  • Client-Side Positioning Fixed: Reinstalled windows now appear correctly on both server and client after removal.


[h3]🧱 Construction & Mission Fixes[/h3]
  • Broken/Damaged Furniture Visibility Restored: Packed damaged furniture in Decorate missions no longer becomes invisible after saving/loading.
  • Hardware Store Interactions Improved: Interacting with store items in Demolish missions no longer requires precise edge alignment.
  • Ceiling Gap Visual Issue Fixed: Gaps between ceilings and interior walls in top-floor rooms have been addressed.
  • Localization Issue Fixed: The “One Brick At A Time” quest now shows the proper equipment list instead of a placeholder message for clients.


[h3]🚪 Doors, Stairs & Tiles[/h3]
  • Subbasement Tiling Standardized: The subbasement stairs can now be tiled consistently with proper pattern alignment.
  • Tile Gap Resolved: Lin Decorate hallway tiles now appear properly and no longer leave a visible gap (visual-only issue).
  • Stair Rug Customization Bug Fixed: L type stair's materials have been arranged to make it work more properly.


[h3]🚗 Vehicles & UI Improvements[/h3]
  • Fuel Value Exploit Fixed: Saving while inside a car no longer restores fuel to above half on load.
  • Unit System Consistency: Speed display now respects the chosen metric/imperial system in vehicle purchase panels.
  • Taxi Pickup Bug Resolved: A passenger near the Airport area can now be picked up as expected.
  • Multiplayer Max Player Selector Fixed: Decreasing player count from 4 no longer incorrectly jumps to 2 instead of 3.
  • Bank UI Overflow Addressed: Scrolling in the bank panel no longer causes visual overflow at the top or bottom.
  • Inventory Warning Updated: Trolley now correctly shows "Inventory is Full!" even when partially filled with smaller boxes.
  • Typo Fixed: "Transfere Inventory" is now correctly labeled as "Transfer Inventory".


[h3]🏡 Parcel & Property Fixes[/h3]
  • Built House Disappearance Fixed: Houses built on parcels no longer vanish after saving and loading when they go up for sale.
  • Gardening Updates Applied: Numerous inconsistencies with garden mechanics have been resolved.


[h3]👤 Character & Gameplay Fixes[/h3]
  • Name Display Sync Fixed: Character name changes now immediately update above the player without needing extra triggers.
  • Speed Skill Calculation Fixed: Speed Skill is now working correctly, as it should. Whether you run or walk, you will be as fast as you increase your speed skill!
  • Floating Bug in Camera Mode Resolved: Cement buckets no longer float or appear empty when held in camera mode.
  • Duplicate Blinds Placement Bug Fixed: Installing new window blinds now requires removing old broken ones to properly progress "Take Out Furniture" steps.


[h3]🏢 Environment & Visual Polish[/h3]
  • Office Garage Label Corrected: “Billboard Table” has been corrected to “Billiard Table,” or “Pool Table” for consistency with the in-game item.
  • Poster Area Bug in Public Awareness Campaign 4 Fixed: Poster locations no longer disappear from the minimap while inside the mission area.
  • Fixed visual bugs across the city.


[h3]🎨 Additional Audio & Label Fixes[/h3]
  • Crown Molding/Baseboard SFX Swapped Back: Installation sounds now play correctly for both molding and baseboards.
  • UI Text Consistency Polished.
  • Some localizations have been improved.


If you would like to follow our social media accounts, you can find "More Ways To Connect" section below.

NPC Workers - DevLog #1

[h3]Hello Contractors![/h3]
In this announcement we will share our developer diaries with you.
We're going to show you a lot of things from ContractVille's next big update, NPC Workers, and we're excited to have you join us in the development process.
We've never published a devlog before and we've been wanting to do this for a long time, so we hope you enjoy it.

You should be aware that everything you see below is still in development and many things are subject to change.

[h2]Updates in the Office[/h2]
We reserved a certain area in the office for NPC Workers and here you can see their containers.
This will also connect to the road where the recycling factory is and the office will have another exit from here. When you send NPC Workers to work, there will be a vehicle that will pick them up on the way and they will go to their workspace.



Worker Cabins elements will be available for upgrade in Office 1. As you upgrade Worker Cabins, you will be able to hire more employees. The maximum number of workers you can hire will be 3.



[h2]How do we employ NPC Workers?[/h2]
The Company app on your tablet will have an Employees tab and you will manage NPC Workers from there.
Each worker will have a level and their wages will increase accordingly.
Levels will affect the speed of work.
I would like to remind you that the UI used is of course temporary.



If you have an active demolish or build (mission or land), you will be able to send your employees to the area from the Employees tab. They will leave from the cabins.



In the GIF below you can see the speed of NPCs according to their level. While the high-level one is already on his way to the vehicle, there's a low-level employee at the very back! For now, everything is not working right. (The car has no way to go yet!)



And the NPC workers arrive at the mission site. But they're just waiting?



You need to manage NPC Workers! You need to give them commands.
Pick them out with your finger and show them what you want them to do!
For example, you want them to break the wall, show them the wall!



We gave the NPC Workers the tasks of demolishing, extract broken items and picking up trash in a demolish mission. And we just stood and watched them.
Here come the strong and tireless helpers of you, dear contractors!



This is all we can show you about NPC Workers for now.
We hope to continue sharing devlogs like this one with you.
Don't forget to give us feedback!

[h2]House Building Event[/h2]
The event on our Discord server is over and the players showed us their skills by building amazing houses! You can see it all on our Discord server. I'm also sharing the voting link with you in case you want to vote for their designs.
The image below is just one of them. They are all beautiful! Thank you to all the players who participated.


📸 Cho Azuma // Konsti

[h3]Extra...[/h3]
We would like to share with you a bug that our tester team noticed during the testing process.
Could a trolley be more powerful than a car?

Watch it!



Bullet Speed Trolley!!
Trolley hits a car and sends it flying! This looked pretty fun and we wanted to share it with you.
This is a bug only on test branches and you can be sure that it will not affect your game.

https://store.steampowered.com/app/2698780/ContractVille/?snr=1_2108_9__2107

If you would like to follow our social media accounts, you can find "More Ways To Connect" section below.