What changed
0 fixes4 additions5 changes0 removals
- Gameplay
- Balance
- Events
- Store
- UI and audio
addedThis one is different from the last few updates. Instead of stacking new systems on top, I went back and reworked the part of the game some of you said felt unfinished: the early hours and the minute-to-minute loop. A handful of reviews all pointed at the same thing from different angles, and they were right, so this update is about fixing that rather than piling more on.
addedHere is what was wrong, in the words of the people who flagged it. Unlocking a new vehicle meant paying twice, once to unlock the type and again to actually buy it, and routes piled a third money gate on top. Running a newer route gave a bigger number but the same rate, so it never felt like progress. Reusing a vehicle did nothing except wear it down. And the idle side was weak enough that you had to spam dispatch every minute or two, yet staying glued to the screen did not really speed anything up either. Three steps forward, two back. That is the feeling I wanted gone.
changedVehicles now cost one price, one time. The moment you reach the level for a vehicle, you buy it — that is it. The double unlock fee is gone entirely. Cities are now the real money milestone, and unlocking a city opens its routes for free as you level, so the money you save actually buys something that changes your rate.
addedThere is a new delivery queue. You can tell a route to run a set number of times, or on repeat, and your vehicles keep working through it without you babysitting each dispatch. The queue has a capacity you can upgrade over time, and it keeps running while you are offline.
changedThe auto-dispatcher, Aiden, has been promoted into a proper Dispatch Center with its own sub-menu in the Empire tab. It unlocks early and cheap now instead of being a late luxury, and it is something you grow all game. There are upgrade tracks for energy, recharge speed, dispatch speed, how many vehicles it handles at once, smart routing that picks the best-paying route for you, and a small boost to everything it sends out. The idea is that automation arrives while you can still feel the manual grind, so it lands as relief.
addedTo give active play a reason to exist alongside all that automation, I added Rush Hour. Every minute or so a city enters a short surge that pays two to three times rewards, and you can pile vehicles into it while it lasts. Being present pays off, but being away still earns the base, so neither way feels punished.
Fleet Manager: Logistics Simulator changes
addedThis one is different from the last few updates. Instead of stacking new systems on top, I went back and reworked the part of the game some of you said felt unfinished: the early hours and the minute-to-minute loop. A handful of reviews all pointed at the same thing from different angles, and they were right, so this update is about fixing that rather than piling more on.
addedHere is what was wrong, in the words of the people who flagged it. Unlocking a new vehicle meant paying twice, once to unlock the type and again to actually buy it, and routes piled a third money gate on top. Running a newer route gave a bigger number but the same rate, so it never felt like progress. Reusing a vehicle did nothing except wear it down. And the idle side was weak enough that you had to spam dispatch every minute or two, yet staying glued to the screen did not really speed anything up either. Three steps forward, two back. That is the feeling I wanted gone.
changedVehicles now cost one price, one time. The moment you reach the level for a vehicle, you buy it — that is it. The double unlock fee is gone entirely. Cities are now the real money milestone, and unlocking a city opens its routes for free as you level, so the money you save actually buys something that changes your rate.
addedThere is a new delivery queue. You can tell a route to run a set number of times, or on repeat, and your vehicles keep working through it without you babysitting each dispatch. The queue has a capacity you can upgrade over time, and it keeps running while you are offline.
changedThe auto-dispatcher, Aiden, has been promoted into a proper Dispatch Center with its own sub-menu in the Empire tab. It unlocks early and cheap now instead of being a late luxury, and it is something you grow all game. There are upgrade tracks for energy, recharge speed, dispatch speed, how many vehicles it handles at once, smart routing that picks the best-paying route for you, and a small boost to everything it sends out. The idea is that automation arrives while you can still feel the manual grind, so it lands as relief.
This one is different from the last few updates. Instead of stacking new systems on top, I went back and reworked the part of the game some of you said felt unfinished: the early hours and the minute-to-minute loop. A handful of reviews all pointed at the same thing from different angles, and they were right, so this update is about fixing that rather than piling more on.
Before anything else, the reassurance: your saves are safe. They load straight in. If you already paid to unlock a vehicle under the old system, you lose nothing — those vehicles simply become buyable now, so existing players come out ahead, never behind. Nothing about your progress resets.
Here is what was wrong, in the words of the people who flagged it. Unlocking a new vehicle meant paying twice, once to unlock the type and again to actually buy it, and routes piled a third money gate on top. Running a newer route gave a bigger number but the same rate, so it never felt like progress. Reusing a vehicle did nothing except wear it down. And the idle side was weak enough that you had to spam dispatch every minute or two, yet staying glued to the screen did not really speed anything up either. Three steps forward, two back. That is the feeling I wanted gone.
So, the changes.
Vehicles now cost one price, one time. The moment you reach the level for a vehicle, you buy it — that is it. The double unlock fee is gone entirely. Cities are now the real money milestone, and unlocking a city opens its routes for free as you level, so the money you save actually buys something that changes your rate.
There is a new delivery queue. You can tell a route to run a set number of times, or on repeat, and your vehicles keep working through it without you babysitting each dispatch. The queue has a capacity you can upgrade over time, and it keeps running while you are offline.
The auto-dispatcher, Aiden, has been promoted into a proper Dispatch Center with its own sub-menu in the Empire tab. It unlocks early and cheap now instead of being a late luxury, and it is something you grow all game. There are upgrade tracks for energy, recharge speed, dispatch speed, how many vehicles it handles at once, smart routing that picks the best-paying route for you, and a small boost to everything it sends out. The idea is that automation arrives while you can still feel the manual grind, so it lands as relief.
To give active play a reason to exist alongside all that automation, I added Rush Hour. Every minute or so a city enters a short surge that pays two to three times rewards, and you can pile vehicles into it while it lasts. Being present pays off, but being away still earns the base, so neither way feels punished.
I also gave vehicles a memory. Run the same vehicle enough and it earns veteran tiers — small permanent bonuses to its reward, speed and durability. Your old reliable truck stops being a liability and becomes one of the best things in your fleet.
On top of those, a few smaller quality-of-life things: a live income-per-minute readout in the header so you can actually see whether a purchase helped, a small +X% vs your best badge on vehicles and cities so you know if something is an upgrade before you buy it, and a persistent next-goal hint that always points at the nearest thing worth working toward. Offline earnings are buffed too, and offline now runs your queue and the Dispatch Center, not just a single delivery.
Everything is fully localized in all 30 languages.
If you were one of the people who left feedback about the pacing, thank you — this update exists because of it. Play it and tell me if it feels better, and if any part still drags, I want to hear about it.