Full notes
Full Retroronto update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Greetings citizens and tourists!
What changed
- Performance
- Gameplay
- Fixes
- Maps
- Store
- Balance
Retroronto changes
Spring continues in Retroronto, and this month’s update focuses on stability, polish, and responding to player feedback following the recent major release. This hotfix refines many of the new systems introduced last update, improving overall balance, usability, and performance across the city.
While this update is smaller in scope, it represents an important step in preparing Retroronto for the next major milestone. Development will continue alternating between larger feature releases and focused refinement updates like this one to ensure the city grows on a solid foundation.
As always, thank you to everyone who continues to play, report issues, and share their experiences. Every bit of feedback helps shape Retroronto into a stronger and more lived-in world.
🕹️ Play the demo:
https://starspray-studios.itch.io/retroronto
📰 Read the full devblog:
https://www.starspraystudios.com/devblog/retroronto-report-17
📣 Join the Discord:
Changes/Fixes:
Fixed a bug where talking to other characters would sometimes show subsequent dialogue
Fixed a bug where talking to the librarian twice would soft-lock the player
Fixed a reoccurring bug where trying to quick open the game map and exiting it would change the interior's Z axis to go behind the camera
Fixed a bug where leaving a bar when nauseous from drinking will keep the player nauseous indefinitely
Fixed a bug where the player stayed permanently slowed down after puking
Fixed a bug where construction lanes wouldn't colourized properly to the time of day
Fixed a bug where players couldn't keep reading textbooks or using the benchpress with a controller
Refactored Items that are sold to player, to better store and share item data across all the interior environments and selling NPCs
Changed the name and price of several items in stores and food places
Adjusted several colliders off in fast food places for better access to interactive NPCs
Changed clothing store item layout so more shirts are sold than hats, and that hats will randomize their type more
Changed Target Arrows to adjust their sprite sizes depending on distance from locations
Increased customer movement speed during minigames
Increased minigame time per job level in minigames
Adjusted Tutorials for all food work minigames to include pages about counters and cash registers
Closed places now have a "CLOSED" banner that pops up when highlighting
Brought back Station Input text for work minigames
Fixed a visual bug where parts of the Gardiner highway were missing
Changed Toilet mechanics to longer TimedFill and added flushing when done
Added a slight delay after dialogues to prevent accidental bike dismounting and other interactions
Fixed a bug where the player would stay Drunk after sleeping
Fixed a bug where the player can go beyond the scene boundary of the Empirical Pub's 1st floor after leaving the 2nd floor
Energy has been slightly refactored and balanced. MaxEnergy represents the player's fatigue/sleep, while the energyCount within represents the player's hunger.
Fixed a bug where the minigame music wouldn't play when engaging with the minigame more than once
Fixed some sorting order issues across various locations
Additions:
Added status icons at the top left of the game screen to showcase effects on the player, statuses include Hunger, Exhaustion, Sickness, and Drunkenness
Added Speed Boost status effect to Sugar-based items (Chocolate, Donut, Soda) that increases movement speed for a period of time
Added Energy Efficiency status effect to Coffee items that reduce energy loss rate for a period of time and increase player's max energy
Added Food Poisoning to raw meat food items in convenience stores, which makes players Nauseous when consumed
Some items can now increase and decrease stats, sometimes as trade-offs, namely Coffee, Alcohol, Yogurt, and Newspapers
Some food items now become 'trash' when consumed, remaining in inventory until the player uses a trash bin to dispose of the item
Adding new location currently 'under construction' for next big update
Added 2 more 'Buyers' Places on the map
Added car spawning on Gardiner highway at bottom of map
Source
Changelog.gg summarizes and formats this update. How we read updates.
