Alpha 10.10 officially out
Alpha 10.10 adds the long requested feature: Paths. You can now build paths from the road construction menu and since employees walk slower on grass in this update, paths won't just be for looks.

Fixes
Fixes
Optimizations
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Alpha 10.10.11 (2019-02-28)
Changes
- Added ability to favorite furniture to put it first, and filter furniture by favorites
- Added ability to fine tune sliders in options window using arrow keys while hovering with mouse
Fixes
- Employees will now attempt to get at a section of path in different ways if it is blocked, instead of just idling
- More work towards fixing save state corruption
- Benefits requiring money upfront (e.g. company car) would be free when activating them for new employees
- Fixed number keys getting translated as being 1 number higher in UI
Alpha 10.10.10 (2019-02-21)
Fixes
- Possible fix for rare save state corruption
- Fixed error sound still playing after successfully splitting a room
- Fixed being able to put furniture in invalid rooms by rotating near a wall while placing
- Improved feedback window content sizing at bigger UI zoom levels
Alpha 10.10 highlights (including Alpha 10.9.9)
Changes
- Added path system
- Added secondary role and task system, so certain tasks and roles can be prioritized over others
- Ability to drag selection to rectangle to select employees, furniture and parking spaces (using multi select will filter by current selection)
- Improved selection responsiveness
- Employee walk paths are now drawn when selected
- Snow is now dynamically added to exterior walls, roofs and paths (modding guide here: https://softwareinc.coredumping.com/wiki/index.php/Material_Modding )
- Added grass (you can increase the amount or disable completely in graphics options)
- Employees now walk 25% slower on grass
- Added performance column to active deals
- Road crossings are now added dynamically to improve look of roads and parking
- Added warning to product detail window when product has no more people to sell to
- Elevated roads no longer appear blocky in miniatures
- Added footprints and direction to dirt, and improved dirt spread
- Employees now actively look at what they're interacting with and randomly around when idling and walking
- Replaced newsfeed with offline patch notes in main menu
- Duplicate shortcut now works for rooms (in build mode) and room clone button works for furniture
- Anchor grid is now mapped to G by default and mapping is shown on grid gizmo
- Ability to use arrow, esc and enter key in save game window
- Price overlay when building will now default to being colored according to current bank balance
- Select building now includes roof in selection
- Improved how game generates nav and build mesh boundaries for modded furniture when using AutoBounds. Specifically sets minimum width and height for nav mesh and converts build mesh to a line if very thin. This should fix bugs with cubicles, if updated by author (If you are re-using the vanilla cubicle, leaving out nav and build boundary from the XML would be the best solution)
Fixes
- Fixed bug causing AI companies to sometimes heavily underestimate physical sales and not order enough copies
- Fixed room textures getting purged on Linux when changing resolution (would cause rooms to be black)
- Fixed options window spawning new controls every time it was opened
- Fixed snow and rain sticking to screen
- Fixed undo placing houses and skyscrapers in custom map mode not working
- Fixed employees walking through houses in town maps after load
- Fixed camera zoom being overridden by default value on load
- Coffee liquid held by employees on other floors would stay visible
- Fixed wall top edge sometimes having holes or poking out over outdoor areas
- Clone/blueprint tool will now correctly handle (recursively) surrounded open spaces in a building when checking for collisions
- Fixed FURNITURE_DEBUG lines not being drawn on top of everything else
- Fixed path to log file on Linux sometimes being incorrect
Optimizations
- Improved dirt mesh data handling
- Optimized all particle systems and disabled particle pausing to try and fix crashes caused by particle systems