Big Pharma - contact@rockpapershotgun.com (John Walker)

When Big Pharma [official site] appeared last year, Alec approved but pointed out it perhaps went a little easy on a severely dodgy target. Today’s announced expansion, Marketing And Malpractice, looks like it might add a few more teeth to the management satire. With your drug developed, you now need to ensure doctors think it’s the right one for their patients. “Take them to dinner, buy them some drinks, maybe a new set of golf clubs? It’s no biggie! Everyone does it.”

… [visit site to read more]

Mar 24, 2016
Big Pharma - Twice Circled
Big Pharma - Twice Circled
Big Pharma v1.04.00 is now live!

With it comes a plethora of bug fixes, UI improvements and balance changes, as well as two significant language based features.

Firstly we have noticed, since launch, a budding community of Spanish pharmacists using an unofficial translation created by the community. We're very grateful to all the people involved in the unofficial Spanish translation but we've decided it's time to roll out an official Spanish language version of the game.

As if this wasn't enough, we've also added pan-European font support to the game, including the Cyrillic and Greek alphabets plus every accented version of the letters of the latin alphabet.

The result is that it should now be possible to create unofficial translations for any European language now. I know there has been special demand for this among Russian speakers.

Here is the full list of changes in the patch:
  • Added Spanish language option
  • Added Cyrillic/pan-European character support
  • Added an extra speed button. 5x speed used to be hidden behind 2x. Now it has its own button.
  • Added scenario title to objective window
  • Lowered process time of UV Curer, Sequencer, Sachet Maker and Centrifuge to 2
  • Analyzer now has a zero process cost and upgrading it increases the speed of analysis
  • Daily profit calculation is now more even and less prone to fluctuation
  • Two of the same effect in a single drug now get their strengths added together for cure rating purposes
  • Fixed a few display issues in German language version
  • Fixed a few animation glitches

I'm especially interested to see the effects of the balance changes on the game. Reducing the process times of big bulky machines like the Centrifuge and Sequencer should hopefully give them more utility, where previously they got little or no use.

The change to the Analyzer is good too I think. By making the process cost zero, it is now a free way to discard unwanted drugs (such as those created by the Centrifuge) and the increased analysis rate from upgrading should significant gains because it reduces the number of drugs you need to sacrifice to the analyzer - which was always the most expensive part anyway.

Let me know what you think below.

Enjoy!
Big Pharma - Twice Circled
Big Pharma v1.04.00 is now live!

With it comes a plethora of bug fixes, UI improvements and balance changes, as well as two significant language based features.

Firstly we have noticed, since launch, a budding community of Spanish pharmacists using an unofficial translation created by the community. We're very grateful to all the people involved in the unofficial Spanish translation but we've decided it's time to roll out an official Spanish language version of the game.

As if this wasn't enough, we've also added pan-European font support to the game, including the Cyrillic and Greek alphabets plus every accented version of the letters of the latin alphabet.

The result is that it should now be possible to create unofficial translations for any European language now. I know there has been special demand for this among Russian speakers.

Here is the full list of changes in the patch:
  • Added Spanish language option
  • Added Cyrillic/pan-European character support
  • Added an extra speed button. 5x speed used to be hidden behind 2x. Now it has its own button.
  • Added scenario title to objective window
  • Lowered process time of UV Curer, Sequencer, Sachet Maker and Centrifuge to 2
  • Analyzer now has a zero process cost and upgrading it increases the speed of analysis
  • Daily profit calculation is now more even and less prone to fluctuation
  • Two of the same effect in a single drug now get their strengths added together for cure rating purposes
  • Fixed a few display issues in German language version
  • Fixed a few animation glitches

I'm especially interested to see the effects of the balance changes on the game. Reducing the process times of big bulky machines like the Centrifuge and Sequencer should hopefully give them more utility, where previously they got little or no use.

The change to the Analyzer is good too I think. By making the process cost zero, it is now a free way to discard unwanted drugs (such as those created by the Centrifuge) and the increased analysis rate from upgrading should significant gains because it reduces the number of drugs you need to sacrifice to the analyzer - which was always the most expensive part anyway.

Let me know what you think below.

Enjoy!
Big Pharma - Valve
Today's Deal: Save 33% on Big Pharma!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Monday at 10AM Pacific Time
Big Pharma - Twice Circled
Hello all, Big Pharma v1.03.00 is now live, with it come a number cool new features included a new type of belt, improved UI and balance/bug fixes.

ːBlueCreamː ːBrownBoxː ːGreenPillː ːPurpleSachetː ːRedSyringeː ːBlueCreamː ːBrownBoxː ːGreenPillː ːPurpleSachetː ːRedSyringeː ːBlueCreamː ːBrownBoxː ːGreenPillː ːPurpleSachetː ːRedSyringeː ːBlueCreamː ːBrownBoxː ːGreenPillː ːPurpleSachetː ːRedSyringeː ːBlueCreamː ːBrownBoxː ːGreenPillː ːPurpleSachetː ːRedSyringeː ːBlueCreamː ːBrownBoxː

Fixed Belts
In response to requests from users for a way to fine-tune the flow of their production lines, I have now added Fixed Belts. These are accessed from the Auxiliary toolbar and allow you to convert any normal belt (not a T-Belt or Crossroad) into a fixed belt. At the time of creation, you can choose the direction by rotating the tool, but once created, the direction is fixed.

This can be helpful for creating more complicated layouts where the default belt logic is not sufficient. Here are a couple of examples of things you can do with fixed belts:

Fixed belts use #1 Tweet

Fixed belts use #2 Tweet

UI Improvements
There is now a new column under the Company Tab which lists the average cure saturation of a product at a glance. This allows you to easily identify under-saturated markets which you can supply additional products into, as well as over-saturated ones which you might want to maneuver your company out of.

Another recent UI improvement is the additional of an indicator on the Cures Tab which shows the starting concentration of a particular cure.

This is nice, because it allows you to plan an entire product route from a single tab so it will hopefully reduce the amount of time spent switching between them. This was added in response to a number of people requesting the feature via the Steam forums.

Another highly requested feature was a machine count on the Research Tab to make it easier to optimise your choice of upgrades.This has now been added!

Reduced Randomness
An important but subtle balance change is that cures which form part of a challenge's objectives now occur in the same position(s) each game.

This removes the advantage that could be gained by restarting a challenge multiple times until you started with the required cure.

As far as I am aware, there is now no reason to restart a challenge looking for favourable conditions. While there are still random elements e.g. starting cure demands, these are all carefully balanced so that the overall difficulty between playthroughs remains constant.

Full list of changes:
  • Added fixed belts
  • Added cure saturation column to company tab
  • Added starting concentration indicator to cures tab
  • Sockets now "suck" by default
  • Challenge cures position predetermined
  • Paint now costs $1
  • Increased refund on equipment sell in Beginner scenario to 90%
  • Increased effect of plot cost reduction research
  • Market size increased slightly on Intermediate, Advanced and Room to Maneuver scenarios
  • Changed some company colors
  • Fixed 'sticky' issue with delete tool
  • Stopped loan dialog being dismissed incorrectly on some scenarios
  • Fixed bug where messages did not slide down
  • Fixed bugs to do with upgrade accumulator bars
Big Pharma - Twice Circled
Hello all, Big Pharma v1.03.00 is now live, with it come a number cool new features included a new type of belt, improved UI and balance/bug fixes.

:BlueCream: :BrownBox: :GreenPill: :PurpleSachet: :RedSyringe: :BlueCream: :BrownBox: :GreenPill: :PurpleSachet: :RedSyringe: :BlueCream: :BrownBox: :GreenPill: :PurpleSachet: :RedSyringe: :BlueCream: :BrownBox: :GreenPill: :PurpleSachet: :RedSyringe: :BlueCream: :BrownBox: :GreenPill: :PurpleSachet: :RedSyringe: :BlueCream: :BrownBox:

Fixed Belts
In response to requests from users for a way to fine-tune the flow of their production lines, I have now added Fixed Belts. These are accessed from the Auxiliary toolbar and allow you to convert any normal belt (not a T-Belt or Crossroad) into a fixed belt. At the time of creation, you can choose the direction by rotating the tool, but once created, the direction is fixed.

This can be helpful for creating more complicated layouts where the default belt logic is not sufficient. Here are a couple of examples of things you can do with fixed belts:

Fixed belts use #1 Tweet

Fixed belts use #2 Tweet

UI Improvements
There is now a new column under the Company Tab which lists the average cure saturation of a product at a glance. This allows you to easily identify under-saturated markets which you can supply additional products into, as well as over-saturated ones which you might want to maneuver your company out of.

Another recent UI improvement is the additional of an indicator on the Cures Tab which shows the starting concentration of a particular cure.

This is nice, because it allows you to plan an entire product route from a single tab so it will hopefully reduce the amount of time spent switching between them. This was added in response to a number of people requesting the feature via the Steam forums.

Another highly requested feature was a machine count on the Research Tab to make it easier to optimise your choice of upgrades.This has now been added!

Reduced Randomness
An important but subtle balance change is that cures which form part of a challenge's objectives now occur in the same position(s) each game.

This removes the advantage that could be gained by restarting a challenge multiple times until you started with the required cure.

As far as I am aware, there is now no reason to restart a challenge looking for favourable conditions. While there are still random elements e.g. starting cure demands, these are all carefully balanced so that the overall difficulty between playthroughs remains constant.

Full list of changes:
  • Added fixed belts
  • Added cure saturation column to company tab
  • Added starting concentration indicator to cures tab
  • Sockets now "suck" by default
  • Challenge cures position predetermined
  • Paint now costs $1
  • Increased refund on equipment sell in Beginner scenario to 90%
  • Increased effect of plot cost reduction research
  • Market size increased slightly on Intermediate, Advanced and Room to Maneuver scenarios
  • Changed some company colors
  • Fixed 'sticky' issue with delete tool
  • Stopped loan dialog being dismissed incorrectly on some scenarios
  • Fixed bug where messages did not slide down
  • Fixed bugs to do with upgrade accumulator bars
Big Pharma - Twice Circled
Hey all, I've just published the latest Big Pharma video blog.

In this one I continue my go at a Full Unlock scenario. I also talk about another update planned for the end of the month which will include a few new features.

One of these is 'fixed belts' which I talk about during the video while demonstrating some of the use-cases (9:12)

This should answer the discussion topic here: http://steamcommunity.com/app/344850/discussions/0/483366528899144214/

Enjoy!

https://youtu.be/NXRweOQWQ1c
Big Pharma - Twice Circled
Hey all, I've just published the latest Big Pharma video blog.

In this one I continue my go at a Full Unlock scenario. I also talk about another update planned for the end of the month which will include a few new features.

One of these is 'fixed belts' which I talk about during the video while demonstrating some of the use-cases (9:12)

This should answer the discussion topic here: http://steamcommunity.com/app/344850/discussions/0/483366528899144214/

Enjoy!

https://youtu.be/NXRweOQWQ1c
Big Pharma - Twice Circled
Hey all, v1.02.00 is now officially live on Steam. This patch mostly focussed on optimising the game so that it runs at a better framerate with very large factories.

To coincide with the update I also recorded a new vlog where I take on a challenge from the Full Unlock.

https://youtu.be/Z6bObHtDGbo

I'm only just getting started in this video so I'm going to continue the game in another vlog next week.

Full patch notes:
- General CPU optimisation.
- Stopped memory leak occurring when starting many separate games within a single session.
- Rebalanced some challenges to make the master levels more attainable "Even mo' money", "Quick draw", "An end to the pill", "Money spinners", "Big bucks" and "Endless possibilities".
- Made "Alleviating Alzheimer's" challenge a little harder.
- Fixed sync issue with belt junctions between save and load.
- Fixed issue when you send the same drug through a crossroad twice in a row.
- Fixed graphical issue on renaming dialog on lower resolutions.
- Raw costs added up correctly in multimixer.
- Stopped game resuming after product patent message is brought up manually.
- Fixed graphical issues with various patent dialogs at some resolutions.
- Increased diversification leaning of AIs at lower difficulties so they do not flood the markets so much.
...