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Well⊠one step at a time. Dramatic, I know, even without a specific mountain in mind.
Anyway, what Iâm trying to say is: Echoes of the Community: The Major Overhaul Update is here!
Casino Resort Tower has been a passion project of ours for years. Weâve poured so much love into it, and itâs come a long way; but recently, Nil and I had to face a big decision. After working closely with our community and looking at everything we wanted to achieve, we realized the original foundation just wasnât flexible enough to support our full vision.
So, we made a bold move: rebuilding most of the systems from the ground up, while also adding nearly all of the most requested features and improvements to the base game.
Of course, that decision -combined with some unlucky versioning issues, my very optimistic workload estimates, and a âletâs do it all at onceâ mentality- turned this into a massive, year long update. But it was worth it. Thanks to the amazing community that tested the build on the public branch, shared feedback, and reported bugs, we now have a much stronger foundation; and for me personally, a better understanding of how to tackle deep simulation development.
From here on out, weâll finally be continuing along our roadmap with this brand new base version of the game. Iâve also built a few new internal tools and a backend system while rebuilding these systems, which should make the upcoming major updates much faster and smoother to develop.
This huge update wasnât originally planned when we entered Early Access, so it needed its own spot on the roadmap. Iâve done some reorganizing, updates with essential system improvements, like Architecting Heights (which will let you build the skyscraper with more parts, freedom, and detail), have been moved up. Meanwhile, more content-focused updates (like Luxury Amenities) are now scheduled between versions 1.0 and 2.0.
You can check out the updated roadmap both on the store page and right from the new in-game Roadmap UI box in the main menu.
Weâll be spending the next couple of weeks polishing and improving this version on the regular EA branch.
The Nightlife Update (which I teased a bit in the postmortem section) is already halfway done, and I also plan to start its public testing very soon.
I originally planned to release the demo alongside the launch, but we ran into a few upload and export issues on launch day. Thatâs also why there was a bit of a delay. But Iâm planning to make the demo live later next week, together with some of the post-launch patches.
Translations were something I originally planned to release shortly after the big overhaul started; maybe one or two months later. Then this giant detour happened. Now that weâre back on track with the original plan, translations are once again coming soon.
Itâs almost impossible to list every single change like a regular changelog since the last main branch build was ages ago, but Iâve done my best to cover all the important updates under the general categories below.

Ratings now refresh daily with clearer thresholds and more accurate guest feedback. The rating system is also integrated with the overhauled transportation, service, and resort capacity systems.
Rooms now feature improved capacity mechanics, forming the foundation of the new casino resort service capacity system, which ties into your resortâs overall rating and transportation capacity.
At the end of each day, new business payment bills are automatically created for you, if applicable. These can include taxes, salaries, social security contributions, and loan payments, each with its own due date.

A brand-new transportation system tied to the city licensing framework and townsfolk. It introduces a capacity-based design with walkway mechanics, parking licenses, and a fully managed public transport fleet.

Purchase, maintain, and repair vehicles directly from your own garage.
Vehicles now visually age, collecting dust and wear over time.

Each local now has corruption levels, more personality, and improved quest preferences.
Your reputation with townsfolk now unlocks new city licenses.

Add sleek escalators to improve vertical crowd movement in your resort. Patrons generally prefer them over stairs, but overusing them can still lead to some unhappy guests.
Smarter elevator logic with realistic direction handling, improved routing, and new logic modes.
Faster, more natural walking paths and smoother crowd behavior throughout.

NPCs now form orderly lines for shared objects, featuring patience mechanics and timers.
Rebuilt logic for electricity, water, and networks to support new systems and asynchronous updates.

Merge electrical connections in a room with a single, smart switchboard hub.
Elegant, themed dining options for unique guest experiences.
A refreshing, health-focused service for your more relaxed visitors.

Offer wellness and relaxation programs that boost guest satisfaction.
Add a luxurious retreat for your wealthiest clientele.

A place where patrons can get their hair cut, styled, and treated by professional stylists.
A modern digital hub catering to gamers and remote workers alike.

Hire and pay external builders, delivery drivers, and waste collectors on demand, choose your preferred team size for each task.
Hire freelance experts such as mechanics, drivers, or lawyers for short-term contracts.

Assign parking spots to police, builders, and delivery staff for faster response times.

Appoint HR, Finance, Marketing, and Research leaders to automate and optimize your resort operations.

Smarter room management, better housekeeping, and clearer occupancy tracking.
Laundry now works as a full workflow: collect, wash, dry, and iron every sheet, similar to the waste system.

Employees now have unique coping reactions when they canât find what they need or when things go wrong. From fiery outbursts to quiet breakdowns, expect chaos, tears, and the occasional strike across the resort.
Break times are redesigned for better pacing. When no working toilet is available, employees now head outside the resort to relieve themselves instead of wandering endlessly. Theyâll also rely on their coping style if the break room isnât functioning properly.
Complete rework of work condition checks, job unhappiness logic, and quitting behavior.

Salary offers now display success chances and respond more accurately to employee traits.
Inspect what every character carries; tools, trash, or treasures. This will tie into the Thieves and Robbery systems in the Rivalry and Vault updates.

Every system now logs rich metrics, many of which include visual graphs. Some couldnât make it into this main branch migration, but theyâll arrive in the next patches and updates before the Nightlife major update.
Vending machines now run independently with their own pricing and logic.
In the upcoming Nightlife update, vending will be separated from restaurant and cafĂ© menus, feature a dedicated interface, expand its item variety, and integrate with billboard and advertising systems. Youâll also be able to outsource vending management for a profit cut, or handle everything yourself.

Smarter camera coverage, performance upgrades, and centralized control. More enhancements are planned for the Vault and Rivalry updates.
Researchable upgrades now let you double or triple storage capacity efficiently.

Dramatically faster save/load times, smaller file sizes, and asynchronous scene loading.
Added starting map size options, this will later connect to the Go Global update, allowing you to manage multiple resorts across different cities with unique perks.

AI decisions now run asynchronously, improving performance in large resorts.
Enhanced movement, smoother transitions, and improved ambiance for a livelier atmosphere.
A fresh mix of background tracks with varied pacing, also fully streamer-friendly.

Set custom hours, prices, and smoking rules per individual room.
High-level strategic options that influence your resortâs long term direction.

Customize lamp colors to match your resortâs mood and interior style.
New prestige values and balancing updates across room types.
Expanded furniture and décor sets to personalize every room type.

Smarter reactions, deeper emotional logic, and more personality across all AI.
A fresh selection of snacks and drinks to keep guests satisfied.

The first phase of the tutorial system overhaul introduces the main walkthrough experience. Sub-walkthrough tutorials that trigger with specific events will be added throughout the week.
New category based reports system, all in one interface.
New indicator types such as room signs, action sliders for you to fine-tune operations clearer.
40 shiny new achievements waiting to be conquered, if you dare to chase them all!

Right after the Nightlife update, the game will receive full UI polish, ten language translations, and a complete interface overhaul.
Since this build already includes many systemic changes, it also brings plenty of UI updates, redesigns, and new menus.
IMPORTANT NOTE:
Your old saves should mostly load okay, but since this is a huge system overhaul, some things might be missing or act a bit weird for a couple of in-game days as everything settles into the new systems.
Finally, and as always, a big heartfelt thank you to all our community members. Nil and I have truly felt your help and support throughout this hell of an update journey.
Now that this overhaul is behind us, weâre just getting started, the fun part begins!
Cheers!
 
	Patch v1.0.2 features various fixes and improvements based on player feedback and reports from the v1.0 launch!
Added a new option to a randomizer setting:
Chapter 4 & 5 Spoilers: Added the "Random" option to the "Final Boss" setting.
Changed a behavior when marking Chests and Secret Stashes in the "Help" system:
Now: When the player is holding the max amount of an item (9) and fails to receive another from a chest/stash due to not being able to carry more, that location will still be marked as "searched" in the help system.
Previously: Players had to find a way to use/get rid of 1 item from their stack of 9 and then take the item for it to be marked in the Help system. In some edge cases (such as being on the overworld, and not having any easy way to get rid of a torch) this would cause players to not be able to mark off their help log as easily and cause redundant searching.
Fixed an issue where, when using the "Help" feature in a randomized run, the first location would fly off the text box. They now display three at a time instead of four. (A previous change increased the line spacing in the main text box, which lead to this issue.)
Fixed a formatting issue with equipment abilities in the "Run History".
Fixed an issue where (Trial of the Hunt spoilers): When Defeating Dreska on the overworld in a "Randomizer" run, the "Trial of the Hunt" completion text would display. It now correctly reports "Randomizer Cleared!" and your clear time.
Fixed an issue with "Momentum" and "Dominant" (+ATK and +MaxHP based on enemies slain, Max 20 stacks). Previously, the player could "store" stacks beyond the maximum. This provided no immediate benefit (only 20 stacks would be applied to your character), but this caused an issue where players would have more stacks than expected after dying (and losing half of your stacks). This is now fixed and works as expected.
Fixed an issue when the Randomizer setting "Equipment Era" is set to "Random", where some equipment wouldn't be selected from the global pool.
Fixed an edge case where the player could get stuck in the starting Throneroom at the very beginning of the game. (This only applied to the very start of a new run, if the player saved and quit after opening the Throneroom door but before leaving the Throneroom.)
Fixed a sprite layering issue at the very end of Chapter 5.
Fixed various typos.
v1.0.2a Hotfix:
Fixed an issue when trying to sell the "Dragon's Horn" or "Aedma's Blessing" that would cause a crash. It now appropriately states that you cannot sell such a priceless item. (I believe this was introduced relatively recently, likely in v0.9, apologies for the inconvenience!)
v1.0.2b Hotfix:
Fixed an issue with the following custom combination of randomizer settings involving the Roguelike "Selectable Levelups" setting:
Fixed an issue when Equip Abilities shuffle is set to OFF that would cause the Sister's Gift to behave oddly (all abilities would be the item's default abilities, instead of just the first and this would also cause a display bug when viewing them in the equipment menu).
Fixed a similar issue when Equip Abilities shuffle is set to OFF, and "Hunt Equipment" is set to ON, which affected equipment obtained via hunting.
If you were running a custom seed including these pairs, please start a new run to see these changes (previous runs will be completable, but might still have the display bug until a new run is started).
 
	
	
Weâre running a very short player satisfaction survey to help us understand your overall experience in the playtest.
It only takes a minute to complete, and your feedback would be massively appreciated!
Click here to fill it out - https://forms.gle/FeGZcCRSh1jffq8NA
If you would also like to take part in a more comprehensive playtest survey that will take about 10 minutes to complete, click here - https://forms.gle/V6yuSTZHXahVNNt9A
Come and join us on our social media pages to keep yourself up to date with all the news and updates for SAND!
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- Hologryph & tinyBuild Games
 
	
	 
	
	Hi Chef's
As there is many more of you here we would like to ask you to join the activity on Cooking Simulator 2 community hub and invite you to take part in creating a names for our in game animals which helps you relax after hard day work.
It will be pleasure to us if you could join our team and release your creation.
Cooking Simulator 2 is coming in January 20th 2026. Below link to the post where you find more info about and you can see our small friends.

 
	Realmers,
Weâre continuing our efforts to improve overall server stability, and your feedback is an important part of that process. After yesterdayâs maintenance, weâd love to hear how your experience has been so far.
You can share your thoughts HERE
Your input helps us track progress and focus on what still needs attention.
 
	
	