Thank you everyone for the warm reception so far! We hope you've enjoyed your time with dirtbag MAHJONG!
While most major changes will come with the full release, we've already made a couple small updates based on easily actionable feedback, as well as some bug fixes.
Bug fixes:
Fixed an issue where if you mashed calls fast enough at specific times you could make the game softlock or crash (or on ron/tsumo, get an ungodly amount of points)
Fixed an issue with fu calculation that would lead to sometimes incorrectly detecting or failing to detect pinfu
Fixed an issue where using R1/RB/R on gamepad to tab to the right end of the hand would sometimes fail to do anything
Fixed an issue where sometimes the wrong tiles would display in some yaku examples in the text guide
Fixed an issue where you could use the "end game" button to quit out of the interactive tutorial before the tutorial was actually over
Fixed an issue where controller prompts would sometimes appear in the interactive tutorial when playing with a mouse
Fixed an issue where somehow no one on the team caught that 224m was a complex wait during the interactive tutorial (it's 225m now)
Interface changes:
Added pages to the dirtbag guide to make the information for all the characters and their kits always available from the main menu regardless of which character was randomly selected for free play
Added an extra screen between the end of the story intro and the start of the first game to explain Vren's kit
Known Issues:
Swap calling is currently allowed and shouldn't be
The shanten counter sometimes fails to display the correct number (typically at 3+ shanten)
So... I goofed. Big time. I accidentally released my game for free when that definitely wasn't the plan. While I'm happy that so many of you are enjoying it, this was a bit of a mistake on my end.
If you grabbed the game during this little mix-up, no worries at all — you’re absolutely welcome to keep it and enjoy! But if you're feeling generous and would like to support me and the game's development, there are a couple of ways you can help out:
Buy Me a Coffee: If you’d like to throw a few bucks my way, you can donate here: Kofi. Every bit helps me keep working on improving the game, adding new content, and fixing bugs.
Join My Discord: If you’d like to hang out, chat about the game, or share ideas, you can join my Discord here: Discord. It's also a great place to keep up with updates and provide feedback.
I really appreciate everyone who's checked out the game so far. This little mishap was an embarrassing mistake, but the support from this community means the world to me. Thanks for understanding, and I can’t wait to keep making the game even better with your help!
Adventure Mode is here! Explore the city like never before-meet quirky characters, take on odd jobs, and test your luck at the casino. Navigate tense encounters where your choices matter, crack security systems in hacking mini-games, and uncover hidden secrets lurking in the neon streets. Will you strike it rich, make powerful allies, or end up in serious trouble? The city is yours to explore!
The game is still being worked on, no worries :) v1.1 is almost ready, and while I'm planning to release it at the beginning of May, before that I'd like to get some feedback from You.
Soo... in a day or two v1.1 will be available as a public beta, if you're not scared of a few bugs here and there - I'd like to invite you to participate :)
What will be there you ask?
Redone temperature system Instead of the station having a single temperature, each grid cell will have its own, thus allowing for hotspots to appear in mid to late game. This will make overheating devices more common. Some devices/interactions might be added during beta, like ice melting in hot rooms cooling it a bit down, or crew sweating/shivering giving them debuffs.
Cooling pipes Introduced as a way to combat hotspots, and possibly do other shenanigans (like making hot rooms?)
Refreshed pipe laying The most common negative feedback was about the pipe-laying system being unintuitive, for long time I had no idea on how to improve it - until now. Now you're laying whole pipeline in one quick step - choosing the starting point and end point, and laid pipes will connect to form a pipeline.
The old way of interacting with pipes will still work, to allow fine control over them.
Game load/save time The second most often mentioned thing was sluggish saving/loading. So, finally, I've taken some time and rewritten it completely. How did it go, you ask? Well, doing some tests with a save of chonky base, the old system took an average of 26s to load it, while the new one took only 2.9s. Making the new save system 9x quicker.
Also, don't you worry, old saves will still work (will be loaded with the old save system)
Now, I'm getting back to work, and I'll see you again in a few days! Cheers, Albert
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Fixed a somewhat random crash/freeze that happened I guess with some specific combination of own/enemy crew members. It completely locked out from progressing while moving to a new battle or event.
Also fixed a bug where keyboard toggled mute didn't appear on the menu at all and another where ending clam boss fight didn't always reset the font back to normal.
And finally, not a bug but also spiced up the birds animations a bit to make them more lively.