Increased how far employees will travel for canteen to 75 meters from 50
Made impossible difficulty a little easier
Pillars will now say they are pillars in the info panel when selected
Made data overlay list scrollable
Fixes
Fixed being able to change game speed while save was loading
Fixed grass not refreshing when undoing road changes
Fixed reputation changes from deals not applying correctly with more days per month
Fixed undoing moving furniture sometimes breaking stuff, if what they were moved from was deleted in the interim (Would often give harmless error messages about snap points when save was reloaded)
Fixed overwriting old save file not changing its days per month setting until game was restarted
Fixed blueprint groups re-appearing after deleting them and not being able to delete them again
Fixed snow and grid z-fighting in some instances
Fixed verified bug count when restarting support on a product that already had bugs fixed
Fixed multiple chained conveyor ramps and box elevators not correctly picking which way boxes should go
To continue playing alpha 10, you should switch to the "Legacy" branch in steam, click here for example.
What’s new?
Graphical upgrade
During the development of alpha 11, Lasse, who made the current character model, joined Coredumping and increased the company size to 2 people. He’s already begun improving the art style and creating new art for the game. Here are some of his massive upgrades over the previous programmer art:
Hardware inc.
I finally caved to the most demanded feature request and added hardware manufacturing to Software Inc. To be honest, I just decided to add conveyor belts to improve the product printing aspect of the game and hardware was a simple shoe-in at that point. Hardware adds an entirely new layer to console and phone development, and greatly improves the potential of mods.
Unlock new furniture rewards
Software inc. has gotten fairly big in terms of game mechanics over the last couple of…*checks date*… Many years! So, to avoid people only seeing a small part of what the game has to offer, I’ve added a new reward system to guide you through the game’s mechanics. The rewards are not gating any major features, can easily be unlocked and persist through all save games. I’ll definitely be adding more as I come up with ideas for rewards…
New tools to create your dream HQ
Style panel
Picking the colors and materials of your software mansion has become a lot easier with the style panel. I’m hoping this change will result in a lot less default grey rooms in your screenshots!
Rounded and smooth walls
You can now stretch walls into circular shapes and smooth over any hard edges.
Temperature, security and acoustics
Building your office in Software Inc. brings forth new challenges for you to plan around and overcome.
The new temperature regulation system means you can build rooftop ACs and distribute cool air throughout your office through inconspicuous floor grills and/or plop down electric radiators in every single room until your electric bill explodes. Just make sure you don’t watch it all go up in flames due to poor fire safety and lax security systems. Or just get it insured, maybe, I don’t know.
You may also notice a slight echo when placing down the first table in your new office. Big empty halls will now be a horrible place for your employees’ ear holes, but luckily, it’s easy to combat with some well-foamed walls or well-furnished spaces.
Overhauled software development system
The development system has been completely revamped to promote creativeness, make research more interesting and make interdependencies clearer. This change will also have a huge impact on the "update"-update, which you can read more about below.
This change adds the notion of tech levels that are researched over the years to unlock better technology for existing features. Target demographics are now simulated in the form of submarkets, which will impact which features you should pick for your software. Frameworks have been added, which allow you to speed up development by reusing old code or licensing it from competitors. Finally, special features have been added to the game, which contain small scripts to alter the simulation in unexpected ways, fully moddable!
New employee education system
Your employees' educational specializations are now split up into 3 stars, which limit which features they can work on, and their base skill in each role now fully controls their effectiveness and how much quality they can add to a product. You can easily send multiple employees out for education and you'll finally be able to queue up several courses at a time.
Your development staff aren't the only ones with fancy degrees anymore, as leaders now have their own specializations, which control which managerial tasks they can perform, and the Support role has been split into Support, Marketing and Legal, each with their own specialization level.
Publishers
You can now get help with funding, marketing and distribution through the use of publishers, if you're willing to part with a percentage of the profits.
The future of Software Inc.
Immediate future
After keeping up with support for this release, I'll start working on the "Update"-update. This update will include the ability to release updates and extra content for already released software and, in extension, the ability to sell your software as a subscription service. My plan is to push this update out as part of Alpha 11. Which is to say it shouldn't break save compatibility, but I can't guarantee anything at this point.
I expect this update will take a while, as it touches a lot of core systems, which was written anywhere between now and 5 years ago, and it will include a lot of new UI work/rework. So there'll likely be the usual major-alpha-testing-release 3-9 months radio silence.
Towards Beta 1
When the "Update"-update is out officially, the game will move into beta, which means no more large mechanical overhauls and more focus on polish and balancing. The first mechanics I want to tackle in beta are research, subsidiaries, project management and digital distribution. The research and digital distribution mechanics still have some work to go before being completely done and the subsidiary and project management mechanics seem like the usual suspects, when it comes to gameplay issues I see raised in the community.
Component printers and assemblers will now automatically be grouped into assembly lines, which should result in less pile ups and I'm hoping it'll make them easier to manage.
Changes
Component printers and assemblers are now automatically grouped into assembly lines, which can be assigned to active printing tasks
Component printers in an assembly line are now stalled periodically when assigned to tasks that don't need them, avoiding extra component pile ups from other tasks that do
Updated Manufacturing tutorial
Missing recycler message is now only shown for assemblers assembling the final product
Added ability to quickly change room to pillar and vice versa
Added percent input field when selling stocks and changed percentage calculation when adding more shares, so it is equal to the amount of company share lost
Burglars no longer sneak while being arrested
Made furniture culling more aggressive when rendering shadows from the sun to improve shadow rendering performance
Added more variety to contract company names
Added new task filters to filter deals and contracts
Fixes
Fixed security getting stuck in sitting animation if going from loitering to standing guard
Fixed stock window breaking when player is worth less than $0
Fixed cases of staff being stuck turning around due to floating point precision error
Fixed employees sometimes being teleported to bus on load if bus was driving away when saving
Fixed bug where employees would skip elevator queuing entirely
Game will now display the correct error for snapping furniture when the room placement is invalid
Fixed rent data overlay not displaying unrentable rooms correctly
Fixed first loaded save after launching game generating nav meshes extremely slowly due to the low default minimum thread count in the .NET threadpool
Fixed game freezing for a while on big saves due to the aforementioned nav mesh generation issue
Doors and rooms will no longer have the inaccessible/blocked marker if they are in the process of generating nav meshes
Fixed cooks being stuck trying to get food to a tray with no food in hand
Fixed game freezing when placing furniture in rapid succession in rooms with lots of stuff, due to main thread waiting for navmesh generation to finish
Fixed room meshes not being batched correctly for shadowing, decreasing shadow rendering performance for complex buildings
Fixed rare cases where code that scales furniture to avoid wall clipping could end up scaling something, that was placed near a wall without clipping it, by a high factor
Patch notes for Alpha 11.7.52
Changes
Blueprints can now be grouped together
Added search + enter to build in blueprint window
Fixes
Fixed pillar tool breaking in basement
Fixed manufacturing panels not updating printer and assembler counts if they were hidden when new machines were placed
Fixed employees complaining about night shifts on the way home from work, if the walk home takes them into night shift hours
Fixed product detail window updating at the end of the day, right before all losses were calculated, thereby showing an incorrect loss value until re-opened
Patch notes for Alpha 11.7.53
Changes
SSR is no longer scaled by SSAA, which would cause a large performance drop when both were enabled
Fixes
Fixed RECOMPILE_DLL_MOD command throwing back the same cached compile result from launch
Fixed being able to place acoustic panels on top of eachother
Replaced grass system with something simpler and more performant
Fixes
Fixed being able to place in-floor objects over stairs and elevators
Fixed selection detection for corner carpets
Made thread safety more robust for pathfinding and navmesh generation, to avoid furniture being marked as unreachable because the navigation mesh was still being generated
Fixed NaN progress in alpha stage, if employee with exactly 0% art or code skill was working both art and code
Fixed cases of data in list columns not being visible immediately
Alpha 11.7.48
Changes
Optimized grass shader
Most graphics options now default to lowest setting on intel graphics processors
Fixed some furniture textures causing darker furniture after being copied
Fixes
Fixed issues with staff randomly not being able to reach certain areas
Fixed grass being rendered through floors if mask is refreshed during early hours, due to fog
Alpha 11.7.49
Fixes
Fixed grass index out of bounds error
Build grid is now rendered through grass always
Fixed environment objects, such as lakes and houses, not being accounted for in navigation mesh when loading map, allowing people and animals to walk across them
Fixed pathing along actual paths not always being generated causing unpredictable pathing near paths, like walking too close to walls and going in and out of doors along the path
Fixed elevators randomly becoming unreachable since waiting area was no longer scaled when elevator is squished against walls
Added ability to place and rotate furniture, rooms, doors and windows with no grid by holding Alt
Added red outline to intersecting furniture when placing new furniture
Fixes
Fixed some list content not being visible at first until interacting with it
Fixed furniture silently becoming unreachable if moved in a specific order under certain conditions
Fixed cost not displaying correctly when dragging conveyor belts or just moving furniture
Fixed server dropdowns not updating instantly when server configuration changes
Fixed specialization panels not updating instantly when new specializations unlock
Fixed game sometimes breaking when deleting a room outside of build mode in the same instant an employee decides to use a furniture in it
Alpha 11.7.41 (2021-02-12)
Fixes
Fixed corner and inverse corner carpet boundaries being reversed, making impossible to place properly in room corners
Partly fixed bug where rooms could be marked as inaccessible if the room leading up it is divided into multiple areas using furniture and each area has multiple separate entrances
Fixed not being able to freely place furniture from inventory if you can't afford full price
Fixed corner fence posts missing from outdoor areas in some cases
Made "Rooms inside rooms" error less likely to occur when just free-building up against other rooms
Fixed game suggesting room auto-completion when it would create invalid rooms with very low angles