In this update7
Full notes
Full Snow Resort Simulator update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone,
What changed
- Gameplay
- Maps
- UI and audio
- Performance
Snow Resort Simulator changes
We wanted to give you an honest update on where things stand.
We're targeting April 8th for Early Access. We originally planned to ship before the end of March, but as we kept working, we realized we could make every part of the game noticeably better — and we owe you that effort. We're sorry for the delay.
Here's a look at what we've been pouring our time into:
Staff & Characters
The staff system was already in place, but every employee looked too similar. Now your chef looks like a chef, your bartender looks like a bartender — each role has its own distinct appearance and area-specific animations. We're also adding new employee roles so you can delegate anything you don't want to handle yourself, like ski track maintenance and snow pile management.Steam post image
A Living Resort
We added benches across the map and reworked guest behavior. Visitors now wander around, sit down, and take in the scenery — not just rush to the nearest queue. This makes the resort feel alive and gives you more breathing room to manage everything.
Art & Object Polish
Our artists are doing a full pass on every object in the game — fixing missing textures, correcting scales, and refining details.
Tablet UI Overhaul
The in-game tablet UI was a rough first pass. We're now redesigning every card and button to be cleaner, more intuitive, and much better looking.Steam post image
Minimap & Navigation
With a map this large, we know how critical good navigation is. Snow-covered hills, worn ski tracks, guest houses — we want you to see it all at a glance and manage your resort without feeling overwhelmed. We're putting serious work into the map system.
Lighting Improvements
We're identifying and fixing gaps in our real-time lighting — from street lamps to workspace lighting to guest room ambiance — all while making sure it doesn't hurt performance.
A Note From Our Team
We may not have the biggest wishlist numbers but every single one of our 4,450 wishlists means the world to us. We're a team of four — two artists and two developers — and we've spent almost 18 months building the best game we possibly can.
Honestly, with a team that size, we haven't been able to focus on marketing as much as we'd like, and we know that affects our ability to reach new players. We're going to try to give that more attention in the time we have left before launch.
Thank you for sticking with us. We'll keep you posted as we get closer to launch.
The Team
Source
Changelog.gg summarizes and formats this update. How we read updates.
