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Full Mansion University update
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Repeated intro
Hey everyone! We're now well over **260 wishlists** – thank you so much! 🔥 In just a few weeks we've gone from 0 to 260+ and it's all thanks to your support and feedback. As a solo dev working part-time, this really keeps me motivated every evening and weekend. Today in Devlog #3 I want to show you one of the most important long-term systems in Mansion University: **The Recruitment & Reputation System** At the very beginning your academy is small and you have a very limited pool of both students and trainers. Everything changes as you build **Reputation**. **How Reputation works:** - You **gain** reputation every time one of your students successfully graduates and receives a good job assignment. - You **lose** reputation if a student becomes so demotivated that they quit and leave the academy. Steam post imageThe higher your reputation, the more new students and trainers become available to recruit. It’s a real snowball effect – the better you manage your academy, the faster it grows. On top of that, some trainers and special students can only be unlocked through **in-game events, tasks, or meetings** in the world. This adds a light RPG/exploration layer to the management loop. Steam post imageThis system is still early prototype and I’m currently balancing the numbers (how fast reputation grows, how punishing quitting is, how many special recruits are event-locked, etc.). **I really need your feedback right now:** - Should reputation be harder or easier to gain in the early game? - If you haven’t yet → **[Wishlist on Steam!] Every single wishlist helps this project a ton. 🚀 - red_moon_studio
What changed
- Events
Mansion University changes
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