Software Inc. is now available to translate on https://www.localizor.com/game/63/translations. So if you want to help me localize the game, join up over there and start earning points.
What's new
This update adds a task system, that rewards you with new furniture, when you complete certain tasks. The reward system is meant to guide you through the game's features, so they are not hard to get and the new furniture isn't gating any important mechanics.
I've also fixed the incessant complaint spam that would happen when your employees were being annoying and demanding the most basic of office facilities.
Patch notes
Alpha 11.6.11 (2020-07-29)
Changes
Adjusted lower payout from work deals a tiny bit
Added specialization requirements to design and development deal detail panel
Added tooltip hints for complaints where solution isn't obvious
AC Unit can now be built towards outdoor areas
You can now input salary directly for a single employee in wage negotiation window
Fixes
Severance pay and team debuff is no longer applied if employee quit by themselves
Failing a hosting deal no longer affects market recognition for player in product category
Fixed longstanding bug causing extreme fan loss when server fails to handle load
Fixed employees creating paths in grass and snow when walking on elevated roads
Alpha 11.6.10 fixes a small bug in the specialization system (2020-07-17)
Alpha 11.6.9 (2020-07-17)
Changes
2m and 3m round tables have been deprecated in favor of corner tables, they will still load but can't be placed
Computers now auto snap towards chairs when placing them and will allow non angle aligned rotation if it aligns with a chair
Improved colorblindness support for toggles, task system, button counters and education dots
Fixes
Fixed cleaners sometimes staying past their shift
Fixed camera dragging sometimes sticking
Fixed tasks with monetary goals not having correct currency
Fixed not getting error message when trying to place roof objects in rooms with slanted roofs
Fixed not being able to add new specializations in mods if they weren't supported by an OS
Fixed INSTA_DEVELOP_DESIGN command not working for modded software
Graphics
Table
Corner Table
Glass Table
Alpha 11.6.8 Fixes product printers not working after loading game (2020-07-09)
Alpha 11.6.7 (2020-07-09)
Changes
Made medium difficulty easier, renamed old Medium to Hard and Hard to Realistic
Fixes
Fixed server and distribution tutorials being active while game is loading
Fixed being able to place solar panels on roads
Fixed not being able to start marketing product after publisher goes bankrupt
Graphics
Fire alarm
Sprinkler
Inbox
Tower Server
Server Rack
Big Server Rack
Bench
Reception Desk
Bookshelf
Cheap Chair
Executive Chair
Office Chair
Waiting Chairs
Couch
Industrial Ventilation
Vending machine
Pallet
Alpha 11.6.6 (2020-06-24)
Changes
The education button counter will no longer count education in roles employees aren't assigned to
Button counters now go to 99 and made complaint button flash
Fixes
Fixed employee salaries not being scaled by days per month when calculating development costs
Fixed button counters not being hidden in build mode
Fixed headphones being too small to fit heads
Alpha 11.6.5 (2020-06-20)
Changes
Improved education dot position
Added actual shipping capacity in distribution window as it is now affected by warehouse logistics
Added a bunch of new EventHandlers for code modding, check the modding wiki for more information
Fixes
Made it so bugs in data mod scripts don't break the game completely
Various other fixes
Alpha 11.6.4 Fixes (2020-06-16)
Fixed various issues with new furniture
Various other fixes
Alpha 11.6.3 Fixes (2020-06-15)
Fixed out of order programmer and design education dots in employee window
Various other fixes
Alpha 11.6.2 Fixes (2020-06-14)
Fixed couriers getting stuck with more days per month than 1
Various other fixes
Alpha 11.6.1 (2020-06-14)
Changes
Added new task system with furniture rewards
Added a bunch of new furniture and new minor mechanics to go along with them
Couriers now carry actual rendered boxes to the van, 9 boxes at a time (represented as 3), instead of all at once
All complaints are now listed in a single window, no longer requiring immediate action and the mechanic has been rebalanced
Room boost calculation have been overhauled and added to room info panel
RoleBuffs have been renamed to UseEffects for furniture modding, however it is automatically converted for existing mods
Chairs now have an ergonomic score (Chair.MiscPotential) that affects sick leave, effectiveness and mood
DLL mods now have to be placed in their own folder, rather than straight in the DLLMods folder
Employees ready for education now have a green dot in the employee overview
Company financial overview no longer counts hidden transactions in the final sum, e.g. intercompany transactions
Updated UI for transferring IP, to allow for transferring multiple IPs to a subsidiary at once
Fixes
Fixed cases of HR not picking specializations correctly when educating and hiring
Fixed bug causing modded furniture not loading in normal and extra maps correctly
Moving into buildings created after Alpha 11.6 that are from an earlier year than the current game, will no longer break furniture as if they've been sitting around for all those years
Fixed all employee complaints being counted towards chance of lawsuit, despite not being listed in the final reasons
Burglars now instantly despawn if they get stuck somehow, to avoid locking the player out
Added safeguard if AI gets stuck in a "Dummy" node loop
Employees will no longer go for empty vending machines
I actually sat down and read about how the stock market works and overhauled the stock system, based on what I learned. In hindsight, just making stuff up and patching exploits with weird hacks probably wasn't the best approach.
You now trade in actual shares instead of having 5 "stock slots". Furthermore, other companies can now start a hostile takeover of your company, if they own more than 50% of your shares.
Don't be afraid to report the numerous exploits this new system probably adds to the game.
Stocks and bonds
The "savings account" mechanic has been split into stocks and bonds, where the previous system has been aptly named "bonds investments", as that was what I had inadvertently made, apparently. Stocks allow you to be more risky with your money, hopefully earning a couple extra percent off your savings every year.
Patch notes
Alpha 11.5.10 (2020-04-20)
This update has been rushed out to fix the fire on load bug, so it does not include all changes made since the last update.
Changes
Added dynamic path generation on grass
Added ability to disable clouds
Overhauled snow aggregation on grass and roofs and added optional snow toggle for furniture shader
Fixes
Fixed furniture breaking on load potentially causing fires
Fixed game breaking after saving new workshop content after having had Mod window open
Fixed bug where HR wouldn't educate employees in roles they had no previous education for
Alpha 11.5.9 (2020-04-08)
Changes
Added mod window to main menu
Made fire starting predictable, to avoid different outcomes when saving and loading
Added extra fire warning message to tell player which furniture started it
Added support for horizontal scroll wheel in lists
Localizations can now add custom employee names
Fixes
Fixed not being able to translate points left and hire window
Fixed infinite loop crash when all servers in an internal server fallback loop are broken
Alpha 11.5.8 (2020-03-24)
Changes
Added "Glitchy" to contract quality assesment, to clarify when reputation goes down for seemingly no reason
Fixes
Fixed grass not refreshing properly after moving company to an empty plot
Fixed being able to keep shares in subsidiary company
Fixed bug in SIPL causing it to fail when calling two overloaded versions of the same method
Alpha 11.5.7: Fixed bug corrupting saves and added code to fix saves corrupted by this issue (2020-03-22)
Alpha 11.5.6: Migrated to .Net 4.6 (2020-03-22)
Alpha 11.5.5 (2020-03-21)
Changes
Cross holding has been disallowed to avoid stock trading exploit
Grass system will now prioritize refreshing grass where the player is looking
Added more detail to save game loading screen
Put Interest in finance window in paranthesis to emphasise that interest is not deposited in bank account
Alpha 11.5.4 (2020-03-17)
Fixes
Attempt at fixing cases of UI jittering. If it is happening to you, please report screen resolution, UI scale and which UI element is jittering
Fixed position of some UI elements when UI scale is above 100%
Fixed some save game load bugs
Alpha 11.5.3 (2020-03-15) Salvages saves that were corrupted from investments, but investments will be set to wrong stock.
Alpha 11.5.2 (2020-03-15) fixes saves being corrupted if any savings were invested in stocks (This is why we use the testing branch)
Alpha 11.5.1 (2020-03-15)
Changes
Overhauled software company stock system
Split savings account into stocks and bonds investments
Added range slider to chart window to improve timeline scrubbing when viewing company balance
Added ability to make popups from feature scripts and added popup when sued for spying
Fixes
Fixed hired stat counting potential hires in the hire window instead of actual hires
Fixed employee animation not being applied on load
Fixed bug in SIPL causing it to fail finding methods when calling a function in a function parameter
Fixed bug in SIPL making it unable to parse variable names that begin with a keyword
Corrupted saves failing on team deserialization will now be able to load again
I finally updated the documentation needed to make mods for alpha 11. The wiki has been rewritten, meaning you can no longer find modding info on it for Alpha 10 and earlier versions of the game. You can find the wiki here.
RoadMap
Reward system
I'm adding a task/reward system for the next update. It's no secret that Software Inc. does not hold your hand at any point. You are expected to figure out what you want to do yourself, using the various systems the game has to offer. A lot of players, myself included, need some guidance, to help figure out what is possible. I hope to address this with a task system, that rewards you with furniture unlocks. I will not be gating any of the current furniture behind this feature, and most of the unlocks will be cosmetic or gimmicky, without throwing the game's balancing off, of course.
Official release
When the reward system is done, I will focus on polishing Alpha 11, so I can release it officially.
Conventions and updates
I will then start working on convention and update mechanics, which will probably go in separate releases. However, I expect to avoid breaking save compatibility, so these features will still be part of Alpha 11.
On to beta
When the convention and update mechanics are ready and released, I will move out of alpha and into beta. This does not mean I won't add any more features or that early access will be ending any time soon. Beta just means I won't be overhauling any of the main features, in a way that would completely break save compatibility, as I've done with each major update during the alpha phase. I'm still planning on working more on the deal system, project management and stocks, but the focus will be on bugs, polish and content. How the game plays at this point will be pretty close to the final version, though.
Patch notes
Lasse updated 14 furniture models for this patch.
Alpha 11.4.12 fixes bug in SIPL causing game to break randomly when generating review article
Alpha 11.4.11 fixes save not loading properly if a furniture mod was missing
Alpha 11.4.10 (2020-03-09)
Changes
Furniture now has a LocalizedName variable to seperate their identification name from their UI name (Check the mod wiki)
Added save file loading screen
Added splash screen while the game loads to avoid looking like a failed launch
Fixed stat window sick day localization
Extended SIPL with xor, break statement, Min and Max enumerable functions and ability to use Enums when assigning or comparing
Fixes
Fixed game mistakenly warning player that a project was missing qualified workers, because a feature no longer required work
Fixed TyD export not escaping backslashes in strings
Optimizations
Improved batching of transparent materials like glass
Improved wall furniture culling
Optimized LOD of all computer add-ons
Furniture visibility calculation has been time sliced
Optimized SIPL memory management and enumerable functions
Alpha 11.4.9 (2020-03-04) fixed benefit window being broken
Alpha 11.4.8 (2020-03-04)
Changes
Added company statistics to company sheet window
Overhauled skyscraper generation (Still using placeholder art)
A lot of detail windows can now be closed by clicking the same button that opened them
Added ability to change default company car color
Subsidiary project queue now shows unscheduled releases
Specialization panel now shows how many specialization points are left for each role
Fixes
Renaming a team would reset its color
TyD parser did not ignore semicolons between tables and lists
LOD meshes weren't cleared by default for furniture mods
Game will now try to force placement of wall furniture when loading fails, to avoid "First wallEdge was null" error
Various other fixes
Optimizations
Improved furniture search performance
Alpha 11.4.7 (2020-02-14)
Changes
Teams are now sorted in selection window based on when they were last chosen for a type of task
Added ability to assign a color to teams
Fixes
Fixed being able to make products that had no OS support for fundamental features
Fixed research button not notifying player of new research unless it had been clicked once
The Software Inc. team has grown by one, as we now welcome Lasse, whose work you’ve already seen on the character models and cars, in the game. Lasse will be working part-time on making the game look a lot better, while he studies. For this update, he’s improved a bunch of furniture, that sorely needed it, and updated the trees.
New temperature system
You can no longer plop down single units to cool down an entire building, instead you’ll need outputs for their cool air or hot water to disperse throughout your rooms. You’ll be able to automatically place them, and you won’t need to worry about temperature at all if you are just renting rooms. This change comes with a cool overlay visualizing how pipes and vents snake through your building. It also adds roof mounted ACs, which is the first item in Software Inc. to poke through the roof of a building.
Digital distribution and deals
Digital distribution no longer works on a per company level and is no longer exclusive. Companies will automatically sign up for your platform if the price is right, but you won’t get to sell 100% of their digital products. This also means I’ve been able to heavily reduce ISP costs. The amount of deals you receive is no longer based on your business reputation, instead your business reputation controls how much money you will be offered. This means you should be seeing a lot more deals.
Perishables like coffee, snacks and food must now be refilled every day at a monthly cost (Done automatically). This also means there's a limit to how many employees one fridge, vending machine or coffee machine can satisfy. A small mini-fridge has been added as a free alternative to the vending machine.
Tech levels are no longer limited by which operating systems you choose to support. This change might seem somewhat unrealistic, but removing it will speed up tech adoption rate in the market, improve the benefits of researching and patents and finally, it will enable the ability to create updates for your software (this mechanic won't be out for quite a while, though). The first page of the design document has been completely overhauled to resemble the old design document more. This allows players who don't won't dive into the complexity of the new software system to still play the game as normal. The design document tutorial has been split up into 3 different tutorials to account for this change.
Stocks are now valuated based on a running average of the income from a company's primary services and products. This should eliminate any exploits using loans, funding, etc. However, I'm not convinced this is the best solution.
Plus a ton of bug fixes and optimizations.
Alpha 11.3.8 Fixes (2019-11-28)
Fixed grass being placed on top of basement stairs
Fixed wall z-fighting visible in the garage by insetting door frame a tiny bit
Fixed bug when sorting tools by tech level and then going to pick operating systems
Various other fixes
Alpha 11.3.7 (2019-11-27)
Changes
Made medium and easy mode a bit easier by increasing base sales rate
Tech levels of a new AI company's first release have been limited
Changed networking unlock date from 1990 to 1985 to allow for quicker adoption rate and more hosting deals
Fixes
Fixed AI being able to pick features not supported by operating systems
Various other fixes
Alpha 11.3.6 (2019-11-25): Moved console away from OnGUI to try and fix crash bug
Alpha 11.3.5 Fixes(2019-11-24)
Fixed issues with design document sometimes not enforcing tech level limits
Fixed bug where tools dependencies would get disabled if the software had network features
Fixed not being able to see buttons in design document properly with active subsidiary
Fixed "Accept all and close" in wage negotation window showing hourly salary change
Fixed UI antialiasing fix for Linux breaking tons of UI collision checks
Alpha 11.3.4 Fixes (2019-11-23)
Disabled UI antialiasing by default in Linux to fix bug where the screen would glitch in-game
Fixed game breaking when project management couldn't find a applicable tool
Alpha 11.3.3 fixes bug occurring when project management tried to launch alpha review.
Alpha 11.3.2 fixes bugs when splitting room and loading trees.
Alpha 11.3.1 (2019-11-23)
Changes
Overhauled how stocks are valuated, mostly eliminating exploits
Tech levels are no longer limited by operating system support
Patent royalty and expiration have been reduced to account for income boost
Perishables like coffee, snacks and food are now simulated, giving coffee machines, fridges, etc. a capacity and a monthly refill cost
Added a small capacity mini fridge as a free alternative to the vending machine
First page of design document has been simplified and tutorials split into simple, advanced and full
Increased burglar cooldown further
Doubled speed of fires and effectiveness of sprinklers, and heavily increased fire speed if nothing is present to burn
Fires will no longer spread to a room that has already been put out
Contents insurance is now paid out daily rather than monthly after a fire or burglary
Added contents insurance payout notification
Added repair and restore all button to build mode
Added leader multitasking specialization and increased max leader specializations to 9
Leaders now gain a little leader skill when doing any task
The end quality of a product now affects how much it speeds up development of a sequel
Added speed boost info to design document window
Improved pathfinding when fleeing from fire
Bug verification speed no longer depends on average team programming skill
Made energy debuff kick in faster and improved coffee energy boost to combat it
Company assets are now distributed equally among share owners when they bankrupt, otherwise it is sold off randomly
Improved research UI feedback
Changed tree shader to vary colors between trees
Fixes
Framework and publishing royalties are now actually added to owner's account...
Fixed employees taking 2 vacations in a row if their vacation started in January
Fixed game getting stuck in fire mode because a basement spread its fire to the outside
Fixed game getting stuck if burglar was caught on a road ramp, making police unable to get to them
Security staff will now scare off burglars while walking between entrances as well
Fixed art skill increasing in alpha phase with no art work left
Fixed employees working at half speed in alpha phase if working as artist and programmer with only art or code work left
Fixed design promotion warning having wrong info and appearing when promoting early in any iteration after the 1st
Removed small chance of still selling copies with outrageous prices
Fixed review count being wrong in the review start window in some cases
Fixed undo not working for curve tool if colinear wall points were optimized out in the meantime
Fixed issues loading software localizations in XML format. Please use the CONVERT_LOCALIZATION_TYD command to convert your localizations to the new format
Various other fixes
Optimizations
Heavily optimized saving and loading times
Optimized employee pathfinding by pooling path lists
I'm upgrading from 11.1 to 11.2 to signify the substantial balancing changes I've made. I still have some bigger research issues to sort out.
The game has gotten a lot more stable, and you should be able to play it without running into any major bugs or corruption (pending an Alpha 11.2.2 patch). The game might still have some bigger balancing issues and I will keep my eye on feedback.
The response to fires and burglaries have been pretty split, so I've added an option to disable it. I'm a bit saddened by this, since it removes some of the cool building layout challenges you get from having to consider security and safety, but I know some of you don't care for the building aspect of the game to begin with.
Alpha 11.2.2 (2019-10-14)
Fixes
Fixed bug in save system that would break when serializing a hashset caused by pending lawsuit queue
Fixed bugs in stock system
Fixed face textures not getting applied properly when loading a saved founder in the customization menu
Various other fixes
Alpha 11.2.1 (2019-10-13)
Changes
Completely overhauled how market recognition is gained and how many fans are gained per sale
Made simulation more forgiving of quality and marketing efforts
Reduced marketing effort necessary to break into market
Ability to queue employee classes and improved UX for education
Greatly decreased employee requirements for porting tasks
Added warning to avoid calling couriers unless it's an emergency
Contracts will only wait 2 months before auto-starting and auto cancel if way past deadline
Made Room Repair and Restore furniture buttons pulse to attract attention
Increased effect of severance pay on lawsuit chance
Added lawsuit reasoning if further explanation is necessary
Internal lawsuits will now be bundled to a single class action lawsuit if possible
Employees will now only sue for a specific number of reasons when fired
Clarified research button text
Art contracts now net less money since they avoid bugs
Added software complexity warning to design document
Reduced business rep from support deals and disabled bug fixing
Heavily increased market recognition decay cooldown for software types
Changed how speed decreases during design phase from slowing down at the end of each iteration to slowing down in the last iteration. Overall time hasn't changed
Added option to disable burglaries and fires
Fixes
Undo system now remembers furniture assignment, which also works for restoring furniture after fires and theft
Empty server groups are now preserved after fire and theft to avoid having to re-assign processes
Fixed publishers handling printing and marketing no matter what player selected
Fixed steam workshop buildings not loading at all
Fixed founder having too many specialization points
Fixed reputation gain from design document deals
Fixed specialization progress bars and employee job assignments not resetting after a design phase iteration
Fixed security guards not being able guard doors on elevated roads and incorrectly guarding upper floor rooms
Fixed language setting resetting on launch when using workshop localization
Hopefully patched crash bug occuring due to in-game console
Security will no longer guard entrances that are only accessible from assigned rooms, i.e. bathrooms
Window resize button disappeared after collapsing window
Fixed a bunch of localization issues due to one cool bug reporter
This is a testing release, meaning your saves might break and the game might become unplayable sooner or later. You can enable backups in the options window. I will be watching the bug reports closely and patching often. You shouldn’t play the game right now, if you want a stable experience.
You can find information on joining the testing branch here.
What has changed
Base mechanics The entire flow of the game has changed, with the intention of making the game a little less chaotic and cryptic and making software more customizable and personal. To accomplish this, difficult to follow feature inter-dependencies have been removed. Software is now clearly split up into specializations and you no longer need to toggle all features to achieve good sales. Furthermore, I’ve added tech levels to replace patentable features, which are much more general and allow the market to run procedurally with no hard limits. Finally, I’ve added submarkets to make each product feel more unique and give the player more of a choice to define their product.
Upgrade to Unity 2017.4 The game has been through Unity 4, 5, (5.6) and now 2017. The major reason for wanting to update once again was to solve a bunch of crash issues and benefitting from Unity’s long-term support. The version of Unity I used for Alpha 10 hasn’t been supported by Unity for almost 2 years.
There are some drawbacks here, of course. Mainly compatibility. You can no longer play the game using DirectX 9, which means Windows XP is out (Minimum requirements have always been Windows 7, to be fair). The game no longer supports 32-bit OSX, i.e. it only supports OSX 10.9+, which deprecated 32-bit. To me, these feel like minor concerns compared to the benefit of getting a game that is a great deal more stable, I hope you agree.
Other cool stuff The progressbar has returned to the alpha phase! I know this was a big point of contention for many of you, but the changes I’ve made, coupled with the iteration mechanic, has made the progressbar suitable again.
A lot of you also disliked all the physical distribution stuff (I don’t know if this was because you guys thought you were forced to own printers?), but you can now let a publisher handle all that stuff.
The wall curve tool!
Game engines are gone, and you now have software frameworks instead, which work for all software types.
Check the patch notes!
Modding Old data mods will no longer work. Period. Software has changed completely, both in structure, granularity and file type.
I’ve not yet updated the modding wiki, I’m very sorry. I will get it updated before the official release of Alpha 11, so you have time to check the new stuff out. For now, I’ve uploaded the base game files so you can get an example of how software looks now: https://softwareinc.coredumping.com/wiki/index.php/Modding#In-game_content
You can convert your localization XML files to TyD files by using the console command: “CONVERT_LOCALIZATION_TYD YourLanguageNameHere”
Patch notes
Alpha 11.1.8 fixes (2019-10-08)
Fixed not being able to restore furniture under some circumstances in lease mode
Employees working in alpha phase with their secondary roles didn't gain programmer or artist skill
Fixed employees sometimes failing to work in their secondary roles in the alpha phase
Added missing localizations to founder look customization
Fixed modded furniture appearing black due to accidentally only supporting hex colors
Room dirt score wasn't refreshed on load causing cleaners to ignore room until new dirt accumulated
Fixed specialization progress pop out stuck at 100% for design document iteration 2+
Employees no longer ignore burglars
Fixed being able to change leader during meetings
Not getting any progress done on a contract now also subtracts the up-front income
Fixed stairs going to basement sometimes not punching a hole through the ground on load
Improved education error message
Increased maximum specialization points for leaders to 6
Decreased max bug count for smaller projects/contracts
Added warning when guards are not assigned to rooms with door entrances
Publisher will sue player for funding, if project is released without much progress
Alpha 11.1.7 (2019-10-07)
Changes
Changed market satisfaction bars in the design document window to be clearer
Made it clearer when build mode is deactivated due to fire or burglary
Increased max loan amount to $1,000,000
Ability to hover over red counters in bottom button panel to get explanation
Added server status icons (OK, Overloaded, Fallback or Broken)
Made it a bit easier to make sales in the beginning across all difficulties
Boosted inital market recoginition gain
Increased fan gain
Overhauled marketing deal reputation effect to be easier
Fixes
Game would break when trying to educate employee with maxed specialization points
Pure art contracts would skip directly to iteration 4 during design phase
HR education simulation would break game under specific circumstances
Specialization level check on software projects didn't account for secondary roles
Supporting in-dev operating systems had a bug that would break the game on release
Sinks weren't being repaired as they had no repair interaction defined
Fixed TyD parser breaking if file ended with a comment and no newline
Forgot to remove minimum specialization bar from Team window
Fixed game breaking if assigning security guard to rooms with no main entrance
Software where it was possible to have 0 market satisfaction (anti-virus) would break game if released as such, due to divide by zero errors
Fixed not being able to restore some furniture in some circumstances after fire and burglary in the same room (Only PC addons broke for vanilla game)
Alpha 11.1.6 fixes (2019-10-04)
Cancelling a project with a publishing deal would break the game
Publishing deal would get removed after design phase and cause publisher to not complete printing and marketing tasks
Buggy price evalution during reviews caused it to always say product is overpriced
Fixed bug where lonely employees would end up sitting next to a water cooler and working in the air
Increased required distance before computers are considered in ear-range for social boost
Alpha 11.1.5 fixes (2019-10-04)
A long-standing bug in the save system would break the game when saving/loading with an active alpha work item that was either an Operating System or had an active iteration task. This will fix broken saves, unless they've been saved over more than once after the bug first appeared
Having a publishing deal with marketing would completely break the game and stop the market from simulating. This will fix broken saves
Contents insurance slider didn't update after reload
Having active porting tasks would stop game from loading. This will fix broken saves
Moving company to the town map would fail to generate map and plots
Updated education error message to clarify that employees need XP
Burglar spawn rate has been modified to scale with company inventory value
Alpha 11.1.4 fixes (2019-10-03)
Roads would flicker on OSX
Some geometry became black when looking in top-down mode (Z)
Having SSAA disabled would break mouse projection when toggling top-down mode (Z)
Design tutorial will now continue when marketing window is closed, instead of requiring a press release, to avoid getting temporarily stuck
Having food go bad could break game under certain circumstances
You can now change operating system support in the design document after adding an OS exclusivity publishing deal, to avoid going back and fourth
Publisher wasn't registered properly for printing or marketing, so they never did any
Added publisher information to player release window and product detail window
You can no longer toggle build mode while a modal window is open
Alpha 11.1.3 fixes (2019-10-03)
Game would fail to load if non-existing language was set in the settings file
Save game would faild to load due to (Clone) name sticking around from Unity, saves broken due to this bug should work again
Moving company does not retain leasing mode status in new building
Alpha 11.1.2 fixes (2019-10-03)
Game sometimes failed rebuilding all furniture after fires and burglaries
Error message when clicking on empty areas in specialization star chart
Crash dump and log file location was wrong in Windows build
New default buildings weren't updated
Major changes
Overhauled feature system, with special scripted features
Added submarkets
Added tech levels
Overhauled skill and specialization system
Added iteration mechanic to development phases, removing over-design mechanic and adding back progress bar to alpha phase
Added publishing deals, currently only offered by AI to player
Added software frameworks
Overhauled marketing -> service role and added lawyers and lawsuits
Added wall curve tool
Employee salaries are now evaluated on an hourly basis, which enables part-time employees and adds a monetary penalty for working them for longer than usual
Upgraded to Unity 2017
Minor changes
Added bathroom sinks and germs
Added fires and burglaries
Added contents insurance
Overhauled software peer reviews
Computer price and performance scales dynamically based on available computers on the market
Sitting near other employees with no cubicles or walls in-between will now affect how quickly social need deplete, depending on compatibility
Employees now dislike working at night, but can be compensated for it to increase their mood
Added lakes that will be spread around maps and block plot purchases
Overhauled sun position and color and made it affect skybox and fog
Software needs are licensed monthly during development and operating systems are bought per employee during development
Removed delay phase during development
Added different animals to each biome
UX
Overhauled design document window to be multi paged
Print ordering window now starts out with a suggested value
You can now add and remove operating systems from a porting job and the entire task won't get stuck on an in-development operating system
Added new tip speech bubble that will replace some hints
Changed hiring window compatibility rating to be least compatible person on team, rather than average
Overhauled console to have almost unlimited history and be height adjustable
Added color blindness UI colors
Modding
Added new atlas material for modded furniture, allowing having multiple textures for one piece of furniture that can be mixed and matched by the player
Data mods and localizations are moving from XML to TyD
All mod types can have a Localization folder with relevant localizations and they will be appended to the main localization files
Base features no longer exist
Implemented a compiler/interpreter from scratch to allow custom scripts in software feature definitions
Fixes
Employee skill when hiring is now based on benefits rather than company reputation
Fixed not being able to mod roof and path materials
Fixed furniture interaction sound effects not playing since updating to Unity 5.6
Roofs are now offset based on surrounding rooms, making it easier to build roofs up against rooms
Fixed longstanding bug where the clock would never actually hit 59 seconds, effectively skipping an in-game minute every hour adding up to almost 5 hours in a year
I’ve finished all planned feature overhauls/additions at this point (except for conventions, more below). Now I need to do some usability, bug/testing and balancing passes, and finally rewrite tutorials and mod documentation, before I can release the initial testing build.
Alpha 11 development is now creeping on its 6th month. Alpha 10 took about 5 months from start to the initial testing release and alpha 9 took about 4 months. As the game gets more complex, overhauling core features takes longer, due to all the side effects a change has on the game’s systems. With this in mind, I’m now pretty certain Alpha 11 will be the last major alpha release before I move on to the beta phase, so I avoid spending an entire year on yet another alpha. Beta doesn’t necessarily mean I won’t add new features, it just means I won’t be touching the core gameplay mechanics.
Convention mechanic delayed
I’ve decided to scrap conventions for the initial testing build. I don’t want to delay Alpha 11 any further. In Software Inc. terms, I haven’t even finished the design phase on this mechanic, so I’m putting it off for now.
Curve tool
You can now use a tool to click and drag walls to make them curve. Each segment of the curve must be at least 1 meter wide to allow for doors and windows, but the segment widths can be scaled dynamically while you are creating the curves.
Fires
A number of furniture now have a chance to start a fire when they break. Fires will spread and burn down furniture if not stopped, and die out after some time. All elevators in a building are disabled while the fire is ongoing. You can place fire alarms to alert people in a building and sprinklers to stop fires faster in a room.
Burglaries
Burglars will appear now and again and steal whatever they can. You can place security cameras around your premises to alert the police and hopefully apprehend them before they steal too much.
Inventory lost from burglaries and fires can be recouped by a new contents insurance feature.
Other notable changes
Updated to Unity 2017 for a ton of bug/crash fixes (This will deprecate support for Directx9, 32-bit OSX and Ubuntu version < 14.04)
Improved the porting task so you can add and remove operating systems and not get stuck on in-development operating systems
Software review system has been overhauled to give more control and be less vague
All mods can now contain localizations, which makes localization handling better in mods and allows a single mod to contain translations of its written content in several languages
You can now individually pick specializations in the new game screen
The base mechanic overhaul I wanted to achieve for Alpha 11 is pretty much done at this point and I’ve been working through the new big additions to Alpha 11 this past month. I still have to do a round of bug fixing and balancing when I’ve finished the additions, which could be quick or drag out, I can’t say for sure at this point.
New additions
To reiterate what I wrote last month, product updates will not be present in the initial test release, to avoid delaying it more than necessary. I’m only working on features that would break save game compatibility for the initial release.
Iterative development Iterative development focuses more on working through a project several times, while reconsidering the design and refactoring, to end up at a final product, as opposed to the traditional waterfall model of working out a full design initially and sticking 100% to it throughout development.
You will be able to iterate on your design several times during the design phase to increase chances of creating a good quality product without too many bugs. However, a more effective use of your time will be to iterate during the alpha phase: When you finish a software review during the alpha phase, instead of not really being able to do anything about all the frowning smiley faces, you will be able to temporarily stop development to improve the design, based on your newfound knowledge, and increase the end quality of your product.
Publishing You will now be able to hand off some of your profits to a competitor, to avoid having to print copies or micromanage your marketing efforts. You will even be able to fund projects with a publisher to get your company off the ground early on or to lessen risk later.
Frameworks Game engines have been a special class of software, since they are the only dependency in Software Inc. that requires supporting the same operating systems when using them for development. In contrast to using a 3D modelling or music app for development, you can’t run your game without a game engine once your game is done. This added a bunch of unneeded complexity to the game, so they are being deprecated in favor of frameworks.
You will now be able to create a framework when developing any type of software, which can be licensed to other companies and reused in future projects to reduce development time. Game frameworks will be analogues to game engines.
Service role As all roles now have individual specializations, the marketing role is being deprecated in favor of a new Service role, which can specialize in Marketing, Support and Law.
Lawsuits You can now be sued by your employees or other companies, which requires service employees with the law specialization to fight.
Conventions I called this "conferences" in earlier posts, but it seemed misleading considering what I wanted the mechanic to encompass.
You and other companies will be able to hold and attend conventions in a select number of conference halls with individual booth layouts. Each booth has an area which can be filled with equipment to market and entice convention guests. This will be purely UI based, there won’t be a fully rendered conference hall full of people, as that would require a whole alpha version by itself or maybe just a different game entirely.
Other notable changes
Lakes have been spread around maps
You can now place sinks, which employees will seek out after visiting a bathroom to avoid spreading germs. Failing to place sinks will lead to nearby employees getting sicker more frequently
Employee salaries are now calculated on an hourly basis and automatically scale with their hours, meaning you can now have part-time employees and you can no longer give employees extra hours without compensating them
Employees now dislike night shifts, which you can combat with a night shift compensation benefit
Sun position and color calculation has been revamped, adding a new colorful dusk and more striking shadows at dawn and dusk
Most modding features have tentatively switched to TyD from XML
Computer performance and price now dynamically scale based on other computers available, e.g. a computer from the 1980s wasn’t slow and cheap in the 1980s
Fixed roofs being hard to place adjacent to room walls
Development has been progressing smoothly. I've almost finished the overhaul of the development mechanics, I still need to rewrite software types, balance and bug fix. When the overhaul is done, I have to add some new features, before I can release the initial test version, including conferences and publishing deals (You can read more about it in the Trello). I don't expect the initial test version to have the software update mechanic, as that requires quite a bit of work by itself. I expect to be able to add it without breaking save files, so it isn't worth delaying for.
What has changed
Education and specializations
Specializations are now split up into three separate levels, rather than one continuous value. Each level has a major impact on gameplay, rather than just being a quality multiplier. For programmers and artists each level decides what level of features they can work with and not the quality they add, which means the "minimum specialization" hack I added in alpha 10 is no longer needed. Product quality is now controlled by the base skill of an employee and development speed is simply controlled by employee satisfaction, making it much easier to guesstimate timelines in the game. This change will most likely also bring back the progress bar in the alpha phase, which I know was a major pain point for some of you.
Leaders and marketing employees now also have specializations, which means you no longer send leaders off to a single HR course, instead you unlock HR features by levelling up leaders' HR specialization.
As employees increase their skill in a role, they also slowly earn experience which you can use to unlock the next level for a specialization, making education more RPG-like, but also way simpler and more discernible.
Features and the design document
Most of the feature dependency systems have been removed, to declutter software and simplify creating new software. As such the feature tree has been removed completely. Software now consists of a few main features (up to one for each specialization) and contain a bunch of smaller sub-features that satisfy each target market differently. The main features can depend on other software, like how 2D graphics will depend on having a 2D graphics editor, but sub-features can't have any dependencies, other than their main container feature.
There are no longer patentable features, instead each specialization has a tech level that can be researched and patented. Each main feature has a tech level based on its specialization, which impacts the satisfaction of your target markets and development time.
The design document has been pagified to accommodate the new target market selection screen. It currently consists of 4 pages: General information, dependencies, target markets and overview/team assignment.
Level 3 features
Each "sub-feature" has a level that controls its impact and the required level of employees to work on it. The max level features don't add anything to product quality, but actually change gameplay in some unique way. To accommodate this change I've written an interpreter from scratch, so you can write C# like code directly in your XML mod files, to add new and interesting features to your software types.
Other stuff
Software licenses are now only paid for needs (Not operating systems), and they are paid monthly during development, instead of as a onetime fee at the beginning.
The delay phase preceding the beta phase of development has been removed.
You can no longer "over-design" a product, the design phase just ends at 100%
The skill of applicants no longer depend on company reputation, but company benefits.
I made some 3D animal models in my spare time to practice, which will be spread around the maps.