Full notes
Full Bunker Constructor Simulator update
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What changed
- Gameplay
- Maps
- Fixes
Hello everyone!
I guess it’s finally time for us to get acquainted )
My name is Alexey, I’m the solo developer of Bunker Constructor Simulator, and I’ve decided to start a small developer diary. The plan is simple — short updates once a week, so you can follow the development and be sure that the project is alive and the developer is still around )
What was done this week
At the moment, I’m on the home stretch (at least I really hope so) toward the first major update — version 0.4, which will introduce a new district and new contracts.
New district — Bluepoint Ridge
The road past the gas station now leads not uphill, but into the second district.
The district itself is almost finished: houses, streets, and even fences are already in their places.
Because the world size was increased, I had to slightly modify the landscape, mainly in the area between the two districts.
Over the next few months, I plan to switch to a different landscape system and rework the entire terrain together with vegetation, so the environment looks more realistic and cohesive.
New construction elements
During this time, 4 new construction elements were added to the game:
Interior wooden staircase to the second floor — required for completing level 3 contracts
Metal staircase — used to organize bunker entrances and exits in expensive contracts
Stair platforms (single and double) — allow metal staircases to be properly connected together
Bug fixes
Two bugs reported by players were also fixed (thanks for that!):
an issue where a constructed external airlock was not counted during the tutorial
a very rare issue where a contract on a specific plot was positioned incorrectly, making it impossible to finish the excavation work
Plans for the upcoming week
This week I plan to:
fully complete and implement 5 level 3 contracts
finish working on vegetation in the second district
after that — spend a few days on testing, bug fixing, and finally release version 0.4
A bit about the contract system
A developer diary is a great opportunity to talk about game mechanics as well, so I’ll start with how contracts are distributed between districts.
The game will feature three main districts:
Green Valley — simple and inexpensive jobs, level 1–2 contracts
Bluepoint Ridge — medium-tier jobs, level 2–3 contracts
Sunrise Hills — expensive and very expensive jobs, level 3–4 contracts
In addition to civilian contracts, the game will also include:
industrial
government
military
For now, these contracts won’t have explicit difficulty levels — instead, the difficulty will be determined by the contract description: total area, number of rooms, furniture list, and other requirements.
Their key characteristics are:
industrial — large scale
government — high cost
military — increased complexity
That’s all for now )
See you next week!
Source
Changelog.gg summarizes and formats this update. How we read updates.
