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Steam News9 January 20265mo ago

0.2.0

HUGE UPDATE! ### 0.1.9 - Caseload Pressure, Pleas, and In-Court Reality (Merged into 0.2.0) Objective: align day flow and outcomes with overload math, plea-driven resolution rates, and structured courtroom sessions.

Full notes

Full Attorney Adventure update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition20 changes1 removal
  • Events
  • Server
  • Balance
  • Security
  • Gameplay
  • Performance
changedCalendar hearing status/staff/supervisor changes propagate to the practice calendar; cancel/complete marks the mirrored event completed; court-ordered follow-ups bypass supervisor-approval scheduling blocks (still flagged by supervision availability).
changedInterpreter scarcity: double-booked/late interpreters, wrong language/dialect, mid-hearing fatigue swaps, remote interpreter latency risk.
changedPretrial services compliance: missed check-ins, dirty UAs, GPS alerts can adjust conditions or custody mid-calendar.
changedSpecialty courts: treatment/mental-health/drug court calendars with compliance reviews, staffing, sanction/reward ladders.
changedComms surface: in-game cell phone/email for client and attorney communication (approvals, updates, emergencies); online news feed/events that can alter evidence, jury pools, and court availability (closures/weather/high-profile incidents).
changedJail logistics: in-custody client meetings consume travel/security time; limited phone/visitation windows affect prep; missed visits raise stress/complaint risk.

Attorney Adventure changes

changedCalendar hearing status/staff/supervisor changes propagate to the practice calendar; cancel/complete marks the mirrored event completed; court-ordered follow-ups bypass supervisor-approval scheduling blocks (still flagged by supervision availability).
changedInterpreter scarcity: double-booked/late interpreters, wrong language/dialect, mid-hearing fatigue swaps, remote interpreter latency risk.
changedPretrial services compliance: missed check-ins, dirty UAs, GPS alerts can adjust conditions or custody mid-calendar.
changedSpecialty courts: treatment/mental-health/drug court calendars with compliance reviews, staffing, sanction/reward ladders.
changedComms surface: in-game cell phone/email for client and attorney communication (approvals, updates, emergencies); online news feed/events that can alter evidence, jury pools, and court availability (closures/weather/high-profile incidents).

HUGE UPDATE! ### 0.1.9 - Caseload Pressure, Pleas, and In-Court Reality (Merged into 0.2.0)

Objective: align day flow and outcomes with overload math, plea-driven resolution rates, and structured courtroom sessions. This content is now part of the 0.2.0 release candidate.

  • Implemented

  • Shared time budget unified (practice + game) with sim-time `getSimulationNowMs` used for key gates/countdowns.

  • GameFlowManager day counter now derives from sim-date (no internal day increment drift).

  • Day-advance agenda toast (`Court today`) summarizes booked appearances and free gaps for the sim-day.

  • Morning agenda overlay opens after day advance when court is scheduled, showing booked appearances, free gaps, and links into the case calendar.

  • Bench outcomes split into `benchWarningIssued` (minor) vs `benchWarrantRisk` (severe) flags.

  • `requiresPresence` is treated as Rule 9 supervisor-presence gating (not whether the hearing itself requires you to appear).

  • Practice lifecycle pipeline now syncs custody pressure (`detentionDays`, `pleaPressure`) into practice cases so negotiations reflect detention/urgency.

  • Practice->game case sync now preserves `inCustody`, `detentionDays`, and `pleaPressure` (no placeholder overrides) so hallway-plea pressure reflects the real case state.

  • Legal Practice Dashboard now routes first appearance/arraignment logging to the Court Appearance Planner (the old ArraignmentOverlay is informational only).

  • Calendar can launch an in-court session modal; check-in reserves slot time; session updates hearing attendance + completion.

  • Interpreter requests update hearing readiness and in-court prerequisites (blocks `called` until ready when required).

  • Check-in accounts for travel time; overrun minutes consume extra time and warn.

  • Court outcomes apply calendar effects (continuances/resets schedule follow-ups, plea -> sentencing, dismissals cancel future hearings, sanctions issue contempt citations + ethics hits).

  • Court outcomes update case state (pleas/dismissals close cases; continuances increment caps).

  • Calendar hearings are mirrored into the practice case calendar (including follow-ups) and resynced into the game case list so next-court-date views stay consistent.

  • Calendar hearing status/staff/supervisor changes propagate to the practice calendar; cancel/complete marks the mirrored event completed; court-ordered follow-ups bypass supervisor-approval scheduling blocks (still flagged by supervision availability).

  • Missed appearances are detected and marked `MISSED` (bench-warrant risk set); a court-ordered reset hearing may be auto-scheduled when no future same-type hearing exists.

  • Systems

  • Shared time budget: replace duplicate clocks with a single daily minutes pool; `GameFlowManager` pulls from practice/planner hours and writes back dayNumber/currentDateISO.

  • In-court session system: replace arcade-style courtroom interactions with a stateful hearing/trial flow that runs inside the scheduled slot (check-in -> call -> arguments/evidence -> rulings); draws on staff confirmations/notices/interpreter tasks, enforces supervisor presence when required, and uses shared minutes (overruns create delays/bench risk/continuance prompts).

  • Exact-time bookings: hearings/appointments block their scheduled windows; player must be present at the set start time (timebox is fully reserved) and actions consume real minutes instead of being free-floating alongside end-day skips.

  • Docket pressure model: minutes-per-client bands, hallway consult share, overload ratio feeding stress/energy and plea gravity (from `casebalance.md`).

  • Detention/bail pressure: custody status and bail outcomes accelerate plea likelihood, trigger speedy-trial urgency, and alter deadlines; planner shows plea-pressure badges when speedy/bail clocks are near.

  • Procedural timelines: enforce speedy-trial clock, bail review windows, plea offer expirations, discovery/motion deadlines; missed first-appearance/arraignment triggers bench-warrant risk or release.

  • Continuance cap visibility: planner/deadline meta shows caps; day-advance toasts fire when caps are reached or near.

  • Surface procedural clocks in play surfaces: calendar hearings show speedy/bail review badges, case detail surfaces clocks, and daily tick toasts warn when bail review windows are about to close for in-custody clients.

  • Arraignment mechanics: mass-docket cattle-call pacing with judge-led rights advisement; plea entry defaults to not-guilty; plea at arraignment fast-paths to sentencing with waiver warnings; schedule discovery and motions automatically after arraignment; distrustful clients may need an extended advisement (beyond the quick script) before agreeing.

  • Other appearances realism: bail review/pretrial release hearings weigh flight risk/public safety and ability to pay; status/readiness dockets run as cattle-call calendars with rapid resets and continuance pressure; suppression/limine hearings run as evidentiary mini-sessions tied to time budget; plea colloquy enforces knowing/voluntary waivers and confirms rights surrendered; sentencing pulls PSI/guidelines, victim allocution, credit for time served, and reporting vs remand handling; trial days include voir dire, openings, evidence, instructions, verdict, and post-verdict orders with time/energy costs.

  • Courtroom friction: day-of continuance motions with good-cause vs judge annoyance, vacation/notice-of-unavailability handling, sanctions or shortened reset windows for repeat offenders.

  • Transport and lockup delays: custody transports and holding-cell backlogs can make you late; interpreter/supervisor arrivals may lag custody; bench warnings when defense is ready but client is still in the tank.

  • Call order variance: judges reorder dockets (custody first, prosecutor requests, witness availability); hallway announcements and clerk favors to swap order.

  • Interpreter scarcity: double-booked/late interpreters, wrong language/dialect, mid-hearing fatigue swaps, remote interpreter latency risk.

  • Discovery at hearing: last-minute disclosures at status/readiness; judicial responses (exclude vs continue); track if defense objects or waives.

  • Victim/witness logistics: subpoena failures, witness no-shows, and credibility hits from late notice; DV/victim advocacy presence impacts bail/sentencing posture.

  • Pretrial services compliance: missed check-ins, dirty UAs, GPS alerts can adjust conditions or custody mid-calendar.

  • Courtroom etiquette stakes: phone buzz, tardy counsel, attire warnings; client outbursts trigger contempt/bench risk.

  • Specialty courts: treatment/mental-health/drug court calendars with compliance reviews, staffing, sanction/reward ladders.

  • Local rule quirks: page limits, service cutoffs, motion-day calendars, judge-specific preferences affecting readiness/continuance odds.

  • Post-hearing admin: chase signed orders before leaving; e-filing backlog vs hand delivery; ensure next-date notice/service especially for in-custody/homeless clients.

  • Media/publicity: camera allowances/denials, closed courtroom handling, judge posture on delays and speech when high-profile.

  • Discovery and evidence handling: chain-of-custody risk, suppression checks, and deadlines aligned to local rules (e.g., Spokane evidence rules); detective/witness scheduling impacts discovery completeness.

  • Witness interviews/depositions: schedule/cost interviews, record statements, and log impeachment material; deposition transcripts gated by time/budget; missed prep increases trial risk.

  • Conditions of release: pretrial services check-ins, no-contact orders, and electronic monitoring compliance; violations trigger custody changes and plea pressure.

  • Jurisdiction profiles: toggleable local rule sets (e.g., Spokane criminal process/evidence) affecting timelines, admissibility, and scheduling strictness.

  • Collateral consequences: immigration/employment/housing/licensing impacts shown in plea/trial outcomes, affecting client goals and reputation stakes.

  • Evidence volume realism: digital/video discovery requires time budget to review; failure to review raises ethics/ineffective-assistance risk flags.

  • Client communication/consent: advisement and consent checkpoints for pleas and waivers; poor communication increases complaint risk and stress/reputation penalties.

  • Comms surface: in-game cell phone/email for client and attorney communication (approvals, updates, emergencies); online news feed/events that can alter evidence, jury pools, and court availability (closures/weather/high-profile incidents).

  • Jail logistics: in-custody client meetings consume travel/security time; limited phone/visitation windows affect prep; missed visits raise stress/complaint risk.

  • E-filing/eservice friction: filing cutoffs, outages, and queue delays can blow deadlines unless escalated; backup filing options with cost/risk.

  • Public records requests: FOIA/public-records tasks with long lead times; returns can unlock mitigation or impeachment but consume budget/time.

  • Prosecutor discretion simulation: charging/bail offers reflect leverage and evidence strength; trial penalty and offer adjustments respond to motions and discovery suppressions.

  • Plea flow: auto-plea triggers require overload + custody signals; plea resolutions dominate (95-98%) with tuned probabilities and visible context.

  • Continuance triage: integrate `ContinuanceManagementService` with calendar; auto-select continuances when over capacity; reprimand risk; stress/reputation hits.

  • Random events -> deterministic hooks: replace ad-hoc random rolls with state-based events (detention deadlines, missed notice, staff mishaps).

  • Evidence-based workload caps: apply RAND/ABA time-per-case standards (e.g., 13.8h misdemeanors, 35h low felonies, 99-286h high felonies) to capacity; intake/gating, burnout, and ethics risk tied to exceeding caps vs legacy NAC numbers.

  • UX

  • Morning agenda prompt/toast shows reserved time blocks (e.g., all-day court, free morning with 1pm hearing) and free slices to schedule, reinforcing that exact-time bookings are locked and in-day actions advance the clock.

  • In-court view surfaces scheduled start vs arrival time, bench/staff readiness (notice/interpreter/confirmation), supervisor presence, and how many minutes remain in the reserved slot; framing is simulation-first (not arcade/gamey); arraignment flow shows the cattle-call rights read and switches to extended advisement when client distrust is high; other appearances surface the correct colloquy/argument frames (bail factors, status/reset prompts, suppression evidence gates, plea waiver checklist, sentencing inputs).

  • Performance/pressure overlay showing minutes-per-client, overload ratio, custody mix, plea gravity slider.

  • Planner suggestions aligned to pressure (e.g., "prioritize in-custody clients", "file speedy-trial motion").

  • Audio

  • Expand soundtrack controls with a Now Playing chip, menu theme lead-in, shuffle playlist, and pause/resume.

  • Review track transitions for menu -> gameplay handoff to keep the theme intact before rotating.

  • Acceptance

  • Single source of truth for day/time across GameFlowManager, gameSlice, practice slices, and in-court sessions; scheduled slots are honored.

  • Plea distribution matches research bands under overload/detention conditions; courtroom outcomes respect time/arrival and staff/supervisor prerequisites.

  • Courtroom terminology and UI use in-court session language; legacy arcade-style labels are removed; tests cover arrival/late/overrun handling, time-budget sync, overload math, plea probability caps, continuance auto-selection. ## 0.2.0 - Trial/Narrative Polish & Launch Hardening (Released)

Objective: finish courtroom/narrative consequences, stability, and compliance.

  • Systems

  • Courtroom depth: judge/prosecutor personality effects on objections, patience, and rulings; formal trial flow (voir dire -> openings -> prosecution case -> defense case -> instructions -> verdict -> sentencing) with timing/energy costs; verdict consequences propagate to relationships, ethics, and staff/supervisor reactions.

  • Evidence-in-court realism: apply local evidence rules (foundations, objections, chain of custody) and detective/expert witness reliability; sanctions for late disclosures or bad-faith motions (tie to `Attorney Disbarment and Sanctions_.txt`).

  • Witness handling: detective credibility scores, expert witness budgets, impeachment/cross options, and use of prior statements/depositions; scheduling conflicts for key witnesses affect continuance success and trial outcomes; missed deposition deadlines trigger sanctions risk.

  • Jury and sentencing realism: voir dire bias detection and strike limits; sentencing guidelines/mitigation (PSI, character letters) influencing outcomes and collateral consequences.

  • Pretrial publicity: news events shift juror bias, venue risk, and continuance likelihood; option to seek change of venue or sequestration with costs/risks.

  • Save/telemetry: save GameFlow session state; capture metrics on approvals, staff tasks, pleas vs trials, reprimands; crash recovery paths.

  • Performance: trim bundle load, timer efficiency, and memory for long sessions; seedable randomness for repro.

  • Complianceenforce `GAME_NAME_POLICY.md`; audit branding; finalize localization hooks for new UI strings.
  • UX

  • Narrative consequences dashboard post-verdict; career summary cards for launch.

  • Onboarding polish for the realistic loop (planner + calendar + approvals + staff + hearing).

  • Acceptance

  • End-to-end playthrough from LLI start to full attorney with no dead ends; saves reload cleanly.

  • Regression suite covers approvals, staff tasks, plea flow, and calendar conflicts.

  • Launch checklist: QA signoff, crash/ANR budget, performance targets, storefront assets with canonical title.

Source

Steam News / 9 January 2026

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