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Winkeltje: The Little Shop News

Winkeltje: The Little Shop - OUT NOW!

[h2]Release Day![/h2]
https://youtu.be/UeWOUP_YFSU
Winkeltje: The Little Shop is finally released on all major platforms! As of today you can enjoy Winkeltje on Windows, Nintendo Switch, Xbox One, Xbox Series X|S, PlayStation 4, and PlayStation 5 at the affordable price of $14,99, or €12,49, or your regional equivalent.

[h2]Launch Features[/h2]
Below are the launch features that you can enjoy right now!

[h3]Employees[/h3]

With this much requested feature you can hire and manage employees that will help you in keeping your shop stocked. Employees will gain experience and grow to the limit of their ability. Manage salaries and keep an eye out for new talent as your employer skill increases.

[h3]Upgradeable End-Game Storage[/h3]

When you reach the end-game you will now be able to buy a storage basement hatch. This is an upgradeable storage that will enable you to increase your storage capacity if you can afford it. As a result you can reclaim your store space without losing storage capacity.

[h3]New Decorations[/h3]

You can look forward to a bunch of new decorations themed around spring, summer, and the outdoors that can be unlocked through some new objectives or by increasing your shop level. Some unique item pedestals can be obtained by reaching the maximum item crafting level.

[h3]New Cosmetics[/h3]

Both shopkeeper types received a new outfit, boots, and hair. New color options for this outfit can be unlocked by completing new crafting achievements.

[h3]New Floors[/h3]

New floor options have been added. Some are accessible from the start while others will be unlocked as you progress.

[h3]Major Performance Improvements[/h3]
With a massive effort to improve performance on console devices we have found and applied numerous performance improvements across the board. We took care in maintaining the look and feel of the game although you may notice some differences in aesthetics.

[h2]New[/h2]
  • Achievements - Added 12 new achievements.
  • Cosmetics - Added 2 new outfits with 7 colour combinations, these are unlocked as a reward for hitting certain crafting milestones.
  • Building - Added 14 new floors.
  • Decorations - Added 39 new decorations.
  • Decorations - Added 49 new Pedestal decorations for when the player has maxed out the crafting of an item.
  • Employees - Added employees to help with restocking the shop.
  • Objectives - Added new objectives for Employees, Spring, and Summer.
  • Objectives - Updated the 'Item Placement' & 'Building' tutorials to show both the count & bar.


[h2]Changes[/h2]
  • Art - Updated the default and large shop preview images.
  • Customers - Renamed Tetta -> Letta, because apparently the former means "boob" in Italian.
  • Effects - Slightly reduced the windiness on the foliage.
  • Language - Updated and reviewed all translations.
  • Lighting - Increased the shadow depth bias to adress some shadow acne.
  • Objectives - Removed the Kitchen Planter from being unlocked by the Potato Farmer objective as the initial planter can only be unlocked by spending a crafting skill point. This should remove the objective mention from the Unlock Menu when inspecting the Kitchen Planter.
  • Objectives - The 'Pitchfork Supplier' objective will now also award turf as a crafting resource.
  • Objectives - The 'Axe Smith' objective will now also award coal and steel as a crafting resource.
  • UI - Removed the 'in development' disclaimer in anticipation for the release update.
  • UI - The direct sell confirmation window will now omit the accept button instead of disabling it as the latter would cause issues.
  • UI - Moved wall and crafting categories in the unlock menu to be more noticeable as people tend to easily miss them.
  • UI - Added Exit to Desktop button.
  • Setting - Community - Added an option to allow the game to continue running while in the background.


[h2]Fixes[/h2]
  • Art - Tweaked the small, medium, and tall torch for better compatibility across platforms.
  • Art - Moved a terrain tree as it was clipping through walls on a large map.
  • Audio - Community - Lowering the audio sliders would set the volume at -60dB instead of the lowest possible engine value of -80dB.
  • Code - Fixed a rare issue that could prevent crafting unlocks if unlock skillpoints happened to go below zero.
  • Commissions - Community - Placing the initial commission board could cause a critical error if the available commissions are null.
  • Cosmetics - Max crafting outfits should now also unlock matching boots.
  • Customers - When customers went home they would destroy the NPC object instead of the associated gameobject. This would likely cause an error.
  • Customers - Dismissing a customer will now disable the outline instead of disabling the interactable as the latter could lead to a critical error.
  • Effects - The snowmask is now also applied to the main menu background shops.
  • Effects - The snowmask would repeat instead of clamp which would look strange on foliage outside of the shop bounds.
  • Effects - Added snowmask padding and offset to fix clamping issues.
  • Effects - Dismissing a customer would leave a grayed outline visible until it walked out of the player's awareness radius.
  • Effects - Fixed a critical snowmask error by removing a race condition.
  • Effects - A recent performance improvement change broke the snow effect on outside furniture when within interact range. The snow effect should reapply if that is the case.
  • Effects - Community - Planters should no longer revert their soil material when walking out of interact range.
  • Effects - Round bushes would not toggle waviness when placed.
  • Effects - Placing bushes outside during winter would not make them appear snowey.
  • Effects - The stove's fire animation should now use scaled time.
  • Effects - Reverted change to the interactable class responsible for outlines as caching the materials would cause highlighting issues across different furniture states.
  • Effects - The watered material on a planter would reset when picked up.
  • Employee - Fixed issue where employees would stop restocking.
  • Graphics - Removed several missing entries from the shader variant collection.
  • Graphics - Enabling either screen space ambient occlusion or depth of field should now enable the creation of a depth texture as both effects rely on it in different ways.
  • Lighting - Terrain has been cut into smaller chunks to adress an issue with lighting.
  • Saving - Added fallback for when files would not be able to be saved in the steam folder, this should stop the crashing on bootup for some people.
  • UI - The furniture cost label would show the wrong position for a single frame when placing furniture.
  • UI - The objectives counter would not update when gaining, completing, or failing an objective.
  • UI - The layout price label would appear in the wrong position after buying furniture.
  • UI - Planters that can be unlocked through objectives had duplicate objective listings in the details panel of the unlock menu.
  • UI - The Stucco & Brick Archway did not have all preview materials set which could result in an error.
  • UI - Fixed the firepit previews in the unlock menu.
  • UI - Attempting to load a corrupted save file would prompt a window that would cause issues once closed with a controller.
  • UI - Appeal level would not correctly set itself when losing an appeal level.
  • UI - Objectives that turned inactive should no longer have their animation routines be cancelled when subsequently called to be shown.
  • UI - Attempting to favorite furniture while the filter returned no options would cause an error.
  • UI - It should no longer be possible to upgrade a display using a controller if the upgrade button is not visible.
  • UI - The normal difficulty was not using the correct image preview.
  • UI - Fixed floor previews and descriptions in the unlock menu.
  • UI - Added 4 missing floor unlock IDs.
  • UI - The snowy keyword setter should no longer call the awake function when instantiated for use in the UI.
  • UI - Fixed an issue where the employee preview would be blurry.
  • UI - Added several checks to inspecting employee details in the employee menu to prevent an out of range error.
  • UI - Updated credits section.
  • UI - Pressing menu hotkeys while a menu is open should no longer cause the game to unpause.


[h2]Performance[/h2]
  • Art - Reduced GC alloc in Bush colour update.
  • Art - Reduced GC alloc in item sell price calculation.
  • Art - Structure Kit0, Kit1, Kit2, Kit3, Kit4, and Kit5 model and prefab optimizations.
  • Art - Optimized shop sign.
  • Art - Replaced the forge coals material with a new material using the smolder shader to increase graphics performance.
  • Art - Terrain mesh improvements.
  • Art - The shop sign chain was using the wrong material.
  • Audio - Removed unnecessary repositioning call on the shop opening.
  • Audio - Footstep sounds now use the cached transform instead of Unity's transform.
  • Characters - Optimized character animation import settings.
  • Code - The placement appeal component was added but not removed which would eventually slow down the game.
  • Commissions - Optimized the commission generation.
  • Effects - Optimized Snow Mask GC allocation & speed.
  • Effects - Moved the snow mask interpolation transition to the shader.
  • Effects - Snow mask update will now only be called when in the main scene or game scene.
  • Effects - Disabling screen space ambient occlusion will now also disable the depth texture generation that the effect relies on.
  • Effects - Highlight materials are now cached, reducing calculations & GC alloc when highlighting furniture.
  • Effects - Snow keyword and material optimizations.
  • Effects - VertexColorChannel shader performance improvements.
  • Effects - Vertex shader performance improvements.
  • Effects - Foliage shader performance improvements.
  • Effects - Interact shader performance improvements.
  • Effects - Structure shader performance improvements.
  • Effects - Improved terrain performance.
  • Effects - Removed obsolete color property from the foliage shader.
  • Effects - Optimized the butterfly particle effect.
  • Effects - Reworked the foliage shader to use texture arrays and reduce math operations in the fragments shader.
  • Effects - Additional terrain shader optimizations by using a texture array and storing uv calculation into a seperate UV channel.
  • Effects - Heat distortion shader effect should now be disabled for the Switch.
  • Effects - Removed redundant shader keywords from the build selector shader.
  • Effects - Improved graphics performance by disabling mesh renderers and/or shader keywords of effects that were not visible but could still cost resources to process.
  • Effects - Character shader optimizations.
  • Effects - Removed snowy keyword from the sign material as this is set during runtime.
  • Effects - Interactable materials should no longer set fill keyword on initialization. This would result in additional setpass calls.
  • Effects - Community - Updated shader variants to include fill and outline shader keywords.
  • Effects - Removed material property block from the wallmask effect as it breaks batching.
  • Effects - Removed the material property block from the foliage material.
  • Effects - Pruned sparks effect from fireplaces on low-end platforms.
  • Effects - Candle flame effect should cost much less resources now.
  • Effects - Keyframing shader properties were causing material property blocks in furniture using fire or glow effects which resulted in breaking SRP batches.
  • Effects - Keyframing shader properties were causing material property blocks in furniture using fire or glow effects which resulted in breaking SRP batches.
  • Graphics - Anisotropic filtering now happens on a 'per texture' basis on floors and walls.
  • Input - Changed the input module to ignore mouse buttons 3 and up to reduce GC allocation.
  • Lighting - Disabled spot light shadowcasters for console.
  • Movement - Reduced the amount of calculations done in the player movement.
  • Objectives - Moved the init of the MilestoneObjective to the loading screen instead of the first time the shop opens.
  • UI - Money label background now only updates when the width of the string actually changes.
  • UI - Preloading the interaction cooldown & game settings.
  • UI - The trader patience HUD element would be assigned twice and was not pooling correctly resulting in performance regression when playing over a long period of time.


[h2]Hotfix[/h2]
  • Achievement - The Professional would not unlock correctly. If you've maxed all crafting professions, you can open up any station and the achievement will pop.
  • Art - Increased the anisotropic value of tileable wall textures to make them appear less blurry at an angle.
  • Code - Community - Fixed critical issue when loading a save file after backing out to the main menu.
  • Employees - Community - Directly selling an item while an employee was trying to restock would cause the display to be permanently reserved by the employee.
  • Graphics - Added 2560x1080 and 2560x1600 resolutions options.
  • Lights - Tweaked the candleholder lights to emit more light compared to the lanterns.
  • Movement - Community - Click to move should no longer slow down near navigation waypoints.
  • UI - Community - UI scaling options should now adjust for 4k monitors.
  • UI - Community - Added an exclamation mark to highlight unlock options.
  • UI - Community - Added settings to adjust the camera sway on each axis. Currently PC only until the required translations are covered to pass a console submission.
  • UI - Community - The UI atlas was showing some sprite bleeding at the pivot of the event ribbon. A repack of the atlas using looser packing settings on the ribbon sprite fixed the issue.
  • UI - Community - The employee previews would look blurry on increased UI scales.
  • UI - Community - The Alchemy Station did not have its Preview Appearance component set up correctly.
  • UI - Clicking on an unlock reminder would not bring the player to the correct tab in the unlock menu.
  • UI - Crafting stations did not show the correct level for the category & item level.
  • UI - The skill increase animation in the crafting menu was not animating from the right starting value resulting in strange looking level transitions.
  • UI - Removed the ability to save while the shop was open, that was never supposed to be possible.


Update: v6914
Hotfix: v6953

Winkeltje: The Little Shop Launching 04-22-2022

[h2]Release Date Trailer[/h2]
https://youtu.be/zV5IRwVu6cs
After a long journey together in Steam Early Access we can finally announce that Winkeltje: The Little Shop is scheduled to officially release on April 22nd 2022 on 8:00 UTC (10:00 for Amsterdam) on Windows, Nintendo Switch, Xbox One, and PlayStation 4. In addition, you should also be able to play Winkeltje on Xbox Series X|S and PlayStation 5. Note that there may be some delay depending on region or platform.

[h2]Countdown to Launch - Set a Reminder[/h2]
https://youtu.be/UeWOUP_YFSU
In 15 days, as of this publication, Winkeltje should be playable on a plethora of devices. You can join us in counting down to release in the YouTube Launch Trailer premiere linked above. Be sure to set a reminder so you will be notified when the video and the game goes live.

[h2]Launch Features[/h2]
Let's have a look at what you can look forward to on launch.

[h3]Employees[/h3]

With this much requested feature you can hire and manage employees that will help you in keeping your shop stocked. Employees will gain experience and grow to the limit of their ability. Manage salaries and keep an eye out for new talent as your employer skill increases.

[h3]Upgradeable End-Game Storage[/h3]

When you reach the end-game you will now be able to buy a storage basement hatch. This is an upgradeable storage that will enable you to increase your storage capacity if you can afford it. As a result you can reclaim your store space without losing storage capacity.

[h3]New Decorations[/h3]

You can look forward to a bunch of new decorations themed around spring, summer, and the outdoors that can be unlocked through some new objectives or by increasing your shop level. Some unique item pedestals can be obtained by reaching the maximum item crafting level.

[h3]New Cosmetics[/h3]

Both shopkeeper types received a new outfit, boots, and hair. New color options for this outfit can be unlocked by completing new crafting achievements.

[h3]New Floors[/h3]

New floor options have been added. Some are accessible from the start while others will be unlocked as you progress.

[h3]Major Performance Improvements[/h3]
With a massive effort to improve performance on console devices we have found and applied numerous performance improvements across the board. We took care in maintaining the look and feel of the game although you may notice some differences in aesthetics.

[h2]Closing Words[/h2]
We hope that you are as excited about these launch features as we are nervous about this global multi-platform launch. This has been a long journey and developing, publishing, and deploying the 1.0 version on our own is a big deal for us. As always you can share your thoughts in the comments, discussion threads, or the Winkeltje Discord (https://discord.gg/winkeltje) where we the developers are active. A detailed list of patch notes will be made available when the game launches into 1.0.

Pre-Launch Update

Dear Shopkeepers,

It is time for the Pre-Launch Update as Winkeltje is inching closer to release. This time the update is focused on fixing bugs, correcting mistakes and setting the stage for the Launch Content Update. Read on for more information on what the next month or so will look like.

[h2]Price Increase[/h2]
As announced earlier, the game will increase in price to $14.99 (or your regional equivalent) on the 4th of March. You can read the details in the initial announcement post.

[h2]Launch Content Update[/h2]
As some of you know, we have been working on a large content update for the 1.0 launch. If everything goes well you can expect to see the Launch Content Update deployed on the unstable branch for public testing in the coming week. Since this is a large and important update for the 1.0 launch, we need to take the time to test and fix issues that we find to ensure the game is stable when it finally releases. You can help by playing on the unstable branch and report any issues you find in the #bug-reports-unstable channel on Discord. Instructions on how to switch to the unstable branch can be found in the #information channel on the Winkeltje Discord (https://discord.gg/winkeltje)!

[h2]Key Rebinding[/h2]
A much requested feature has been key rebinding. After carefully analyzing the required changes we sadly had to come to the conclusion that at this stage we cannot take the risk to go for such a major change. The current implementation of user input & feedback (like the buttons you see on screen in the UI & Prompts) is very fragmented. Changing that at this point would be a multi-week effort in a lot of core systems which would introduce a huge amount of risk this close to launch. We're still looking at options and feedback to see if we can support limited rebinding.

[h2]New[/h2]
  • Audio - Updated the main menu music with a new theme track.


[h2]Changes[/h2]
  • Art - Bushy shaders should now get snow covered when outside and stop waving in the wind when placed inside.
  • Art - Made the fire shader a smidge more yellow to closer resemble the feeling of fire.
  • Art - Tweaked the table and chair colliders so chairs can fit underneath tables.
  • Art - Tweaked the snow transition and snow materials to look better during the transitional period.
  • Art - Adjusted the thickness of the centered structure beams on some of the wall pieces so they will not clip through paintings anymore.
  • Art - Updated the shadowcasters on variant walls.
  • Art - Reduced Solstice tree radius from 0.52 to 0.49 to make it easier to snap fit next to other assets.
  • Art - Reduced the collider radius from the washing bucket to fit more tightly around the model.
  • Art - Reduced the collider radius from the coat rack to fit more tightly around the model.
  • Art - Made the darker leaves of bushes brighter to match better with other bushes.
  • Audio - The restocking plop and thud sound effects are now in world space.
  • Controls - Changing the wall masking preference using the keyboard hotkey should now be possible while the catalog menu is open.
  • Effects - Updated the snow effect by covering the top of outside objects and masking out indoor objects.
  • Farming - Community - Highlighting planters will now pulsate the seeds and crops in the inventory overview if possible.
  • Language - Removed numbers from hybrid storage translations as a previous change to unlocking multiple furniture pieces has removed the confusion when unlocking several hybrid storages.
  • UI - The crafting menu now has hotkeys to increase and decrease the amount of items to craft by using the Q and E keys.
  • UI - Furniture labels will now also display the storage capacity of a furniture piece.
  • UI - Buying or selling furniture will now list the furniture name in the transaction notification.
  • UI - The scenario select should now scroll to, and focus on, the normal difficulty by default.
  • UI - Scrolling through the credits using the controller has been made a bit faster and now supports d-pad navigation.
  • UI - Fading between screens will now mention that the game is loading. This message is more for consoles that load slower than PC.
  • UI - Improved the switching and navigating in the scenario select menu.
  • UI - Moved the saving notification to be above the money counter.
  • UI - Commerce UI will now close if you click outside of it.
  • UI - Changed the direct selling message to include customer name.
  • UI - Replaced the uninteractable sell button with a message when an item is not in stock in the direct selling prompt.


[h2]Fixes[/h2]
  • Achievements - Hard & Very Hard achievements would not trigger correctly. Reloading the save file should trigger these as intended.
  • Animation - The crafting and planting animations played back in real-time causing issues when recording gameplay. The animations will now play back depending on the time between frames while respecting the time scale where appropriate.
  • Animation - Restocking multiple shelves while walking should now animate from the player position.
  • Art - The character customization scene was covered in snow during winter.
  • Art - A customer should no longer display an outline of a disabled mesh.
  • Art - Reduced the size of the roof colliders and lowered the height.
  • Audio - The pre-game letter should have its writing sound playing again.
  • Input - Community - Changing between 'qwerty' and 'azerty' keyboard preferences did not apply the preference unless the shop was reloaded.
  • Lighting - Balanced the brightness of the wall mounted lanterns and lantern stand.
  • Lighting - Updated the shadowcasters on walls to prevent light from leaking through.
  • Other - SDK would initialize twice on PC.
  • Other - When placing objects, they would move into view within 1 frame causing it to briefly appear and then move to its correct position.
  • Other - Disabled menu hotkeys when in the character creator.
  • Other - Potential fix for persistent.data sometimes not being writeable.
  • Other - Added an additional check to ensure that whoever is fast enough placing & deleting a counter in 1 frame doesn't throw an error our way.
  • Options - Options weren't correctly applied when going from the main menu -> game scene.
  • Physics - Some NPCs were colliding with the doors which could result in very funky physics.
  • Save - Old shops with customer data but without employee data could cause errors.
  • Scenarios - Changed the Large scenario grid size to 16x14 for symmetry.
  • Shop Builder - Fixed an issue where placing a double wall with a stone border in the middle would place a pillar.
  • Storage - Slightly reduced the height of the collision box on the long and large pallets so that they may fit under a wall mounted lantern.
  • UI - Initial crafting station interaction should now slot a crafting material if this is available.
  • UI - The inventory overview item will no longer pulse when 'Show displayed items' is disabled and a customer takes an item.
  • UI - Fixed a typo in the controls section causing a button prompt to appear as the Esc key instead of the E key.
  • UI - You could still try to load invalid save files, even when you shouldn't.
  • UI - Using left bumper in the scenario select menu would throw an error.
  • UI - The initial fade from black in the main menu should now wait until the background scene is loaded in.
  • UI - Updated Discord Rich Presence icon to the new one.
  • UI - Community - Objectives marked as hidden should no longer count towards the total pinned amount.
  • UI - Community - Removing the last of an item would not update the inventory overview.
  • UI - Community - The inventory overview category and item sort were not applied when starting up the game.
  • UI - Added an init check and moved a UI call to address a potential null reference error.
  • UI - Loading a shop should now correctly apply the auto hide catalog preference setting.
  • UI - The UI could occasionally be called before it was instantiated resulting in a critical error.
  • UI - The top bar will now go up higher when hiding the UI to avoid the reminder icons showing when playing with a huge UI scale.
  • UI - When opening a display it would not correctly select the first empty slot.
  • UI - When using a controller, pressing X while having a display window open didn't do anything.
  • UI - The bottom bar buttons should now enable in the right order when going through the tutorial.
  • UI - The pre-game text should no longer flicker when loading into the next scene.
  • UI - Appropriate button bar prompts should now be shown when initiating the tutorial.


[h2]Performance[/h2]
  • Performance - The Alchemy Station should no longer animate when not in view.
  • Performance - The shop sign should no longer animate when not in view.
  • Performance - NPCs using a rig builder component should now toggle the component before and after use to prevent overhead costs.


[h2]Hotfixes[/h2]
  • Placement - Repeatedly placing a bush could cause a null reference error.
  • UI - Removed the 'Own' filter from the inventory menu as it was confusing and not very useful.


Update: v6699
Hotfix: v6702

Upcoming Price Increase

Greetings shopkeepers,

As Winkeltje is approaching its 1.0 launch, the price will be increased from $12.99 to $14.99 (or your regional equivalent). This price increase will happen on 4th of March, 2022. Make use of this opportunity to save yourself some money by getting a copy of Winkeltje for yourself or someone else before the price increase happens.

[h2]3 Years, 50 Updates[/h2]
Winkeltje has received 50 updates over the past 3 years since the game was released into Steam Early Access. That is close to 1,4 updates per month! A full list of updates since launching into Early Access can be found here: https://store.steampowered.com/news/app/949290

[h2]Pricing History[/h2]
For full disclosure, Winkeltje has increased its price once before. On February 19th 2019 you could obtain a copy of Winkeltje for $9.99. 13 months and about 20 updates later, the price increased to $12.99. Now, roughly 2 years and some 30 updates later we are going to reflect the increase in value one last time by setting the launch price of Winkeltje at $14.99.

[h2]Launch Sneak Peek[/h2]
With the 1.0 launch of Winkeltje you are going to be receiving a lot of new content and a much requested new feature to help you run your shop. To prepare for this huge update we hope that you will join us in testing a preview of the 1.0 update on the unstable branch on Steam when we are ready to deploy it. We hope you will enjoy this little preview of what you can expect. ;)

New Winkeltje Logo

Dear Shopkeepers,

We hope you like the new face of Winkeltje as this update marks the point where Winkeltje gets a new logo and icon for a fresh new in-game and online presence. This update once again appears light on the surface as work on the full release of Winkeltje is still very much progressing steadily. Some of the keen fans on Discord may have noticed some hints of what is to come. Unfortunately, we can't share this with you just yet until everything is ready and the time is right.

New Logo!


[h2]New[/h2]
  • Art - Winkeltje now has a fresh new logo and icon!

[h2]Changes[/h2]
  • Art - Updated the Winkeltje logo.
  • Art - Updated the game icon.
  • Art - Updated the cursor icons.
  • Balance - Community - Reduced the appeal of the Table Candlestick, Wall Candlestick, Lantern Stand, and Wall Lantern.
  • Balance - Community - Lowered the amount required to complete the Master tailor, Master smith, Master chef, and Master alchemist objectives from 70 to 65.
  • Objectives - Community - 'The smith' objective will now activate when the shop opens after having completed 'Sickle smith'. This will require some effort to complete but it will enable specialized blacksmiths to obtain the coveted sword before it naturally unlocks at shop level 38.
  • UI - Split up the New Game Menu to have difficulty & scenario separated.

[h2]Fixes[/h2]
  • Items - Community - Not all displays had some default rotation applied causing the random item rotation option in the game settings to do nothing.
  • Items - Community - Enabling the item rotation setting would exit the loop early if an item slot was empty.
  • Lights - Community - Reduced the light radius of the Table Lantern by half a unit to reduce overlapping light artifacts from showing.
  • UI - The specialization histories group in the specialization menu was not visible.
  • UI - Community - Loading a shop would incorrectly clamp the shop level to 39 instead of 40.
  • UI - Community - Unlocking new items will now update the counter items so they may be purchased in the same day.
  • UI - The planter menu would show a 'Craft' prompt when using a PlayStation controller.
  • UI - It's now possible to close confirmation windows that have a single button by pressing any of the return keys on the keyboard.

[h2]Hotfix[/h2]
  • Achievements - Achievements would only unlock in creative mode, instead of the other way around.
  • Code - Changed converter 6414 to 6415.
  • Code - Old converter would be triggered at the wrong time, causing a critical error.
  • Customers - Moved the un-reserving of an access point to a slightly earlier point in the code when searching for a random place to move to.
  • Employees - Fixed typo in the employee pool causing an error.
  • Objectives - The stockpiler objectives were not updated when crafting which could result in the objective overview showing incorrect values.
  • UI - Fixed a string that wasn't being translated.
  • UI - In the load menu, added a check to ensure a saved variable exists before trying to use it.
  • UI - Customers and traders should no longer sometimes have a red ring over their head.
  • UI - Unlocking more than one piece of furniture will now show the notification: "You Unlocked - New Furniture" which should speed up the notifications.
  • UI - The very hard description in the difficulty select would not fit in the description box.
  • Language - Updated the English and Dutch translations to have more informative descriptions in the scenario select menu.
  • Scenarios - Scenario constructor wasn't called, causing the payment objective to be enabled in relaxed mode.
  • Scenarios - Creative mode did not have free shop building.


Update: v6502
Hotfix: v6522