In this update3
Full notes
Full Checkpoint 19 update
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What changed
- Gameplay
- UI and audio
- Performance
Checkpoint 19 changes
Pedestrian Processing & Staff Management Update
Development on Checkpoint 19 continues with improvements to pedestrian border processing and staff management.
Unified Pedestrian Checkpoint
The previous Pedestrian Checkpoint and Kiss & Go building have now been merged into a single Pedestrian Checkpoint.
This redesign simplifies checkpoint planning while creating a more cohesive pedestrian processing experience. Vehicles now deliver passengers directly to the Pedestrian Checkpoint, where they are processed before continuing their journey.
Complete Pedestrian Processing Loop
Pedestrians are now fully processed through the Pedestrian Checkpoint.
After completing inspection, travelers who are granted entry are collected by dedicated pickup vehicles, while those denied entry leave the checkpoint through the appropriate rejection flow.
This creates a complete and more immersive pedestrian border control system that mirrors the vehicle processing experience.
Low Energy Staff Indicator
A new UI indicator has been added to help players quickly identify staff members assigned to lanes who are running low on energy.
Managing staff fatigue becomes increasingly important as checkpoint operations grow, and this visual warning helps players react before reduced performance begins affecting border operations.
As development continues, the goal remains to connect every system into a living border management simulation where infrastructure, staff, vehicles, and pedestrians all work together.
More updates coming soon.
Source
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