In this update5
Full notes
Full The Meter is Running update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Balance
- Maps
- Performance
The Meter is Running changes
Hi there lovely folk! This update is a big balance and polish pass based on your feedback and the roadmap. It includes a tighter economy, more characterful passengers, a smarter e-Taxi, some cleanup of the cursor behaviour, and a few UI refinements.
New: Controller Input Toggle
There's a new Controller Input toggle in Settings → Behavior. If you don't use a controller and ever notice the cursor stuttering or drifting, turn this off and the game will ignore controllers entirely. We also reworked the in-game cursor and mouse system underneath, so mouse movement should feel noticeably smoother.
Economy & Balance
More low-income fares. Minimum fare cost is lowered from 50 to 40 and opening fare price lowered from 35 to 30.
Per-driver costs. Daily shop overhead and meal costs are now per-driver instead of being static. More drivers mean more daily costs.
No more free maintenance. Main base/garage upkeep is no longer free. Repairs and cleaning done at your bases now cost money (a quarter of the manual service rate) accumulated through the day and deducted at night under Vehicle Maintenance (so it still counts toward your tax write-off).
Worse debt installments. Debt installment now reduces your debt by ₺2,300 per ₺2,000 payment (was ₺2,400).
More customers, more often. Customer spawn rates and max number of customers were bumped up across every part of the day. Max customers visible on the map at once is now 5 by default, 8 at Tier 1, and 10 at Tier 2.
Tax relief. To offset the new economy changes, the default R.I.P Tax percentage has been lowered to 20% from 22%.
Some morning driver events are now more punishing. The two driver event choices now cost composure for the rest of that same day, no matter which option you pick.
No more cross-town e-taxi calls. Auto-dispatch now ignores fares more than 5 km from the vehicle, so your drivers stop chasing passengers on the other side of the map.
Passengers & Ratings
Trait variety up. Passengers now roll positive and negative traits a bit more often (35% each), and each customer type's trait tendencies were re-tuned. For example, unemployed passengers now skew stingy and won't surprise you with a big tip.
Low composure now costs you. A driver who starts a fare already stressed drags the passenger rating down. You'll see a new "Low Composure" line on the payout slip.
Dirty-car penalties reworked. A visibly grimy car (below 75% clean) takes a small rating hit; a car below the red line (40%) takes a bigger one. VIP passengers are twice as sensitive to a dirty car and low composure, while CHILL passengers don't care about cleanliness at all. These state penalties can't be wiped away by a good trip anymore.
Maxed-out rating now pays back. When your rating is already at 5.0, a choice that would have raised it instead converts into a reputation reward, shown as a green **Maximum Rating** chip with a (?) tooltip explaining the conversion.
UI & UX
The fare slip now sits in a fixed spot. Instead of popping up under your cursor (and covering the very pins and route you're trying to read), the customer fare slip now appears in a consistent lower-centre position whether you're hovering over a customer or dragging a key.
Trait helper notes on the fare slip. Each customer's traits now show a short plain-language note beside the slip (positive on the right, negative on the left) so you don't have to memorise every icon. (Hidden in Hardcore mode.)
Route preview draws on top. When you drag a key, the preview route and its destination flag now render cleanly *over* the customer notes instead of being trapped under them, and the line no longer covers the customer it starts from.
Trip events show the journey stage under the title (Heading to passenger), (Passenger on board), or (Dropping off) so you always know the event type before you answer.
Phone rating reads true. The big rating number is now floor-truncated so it always matches the star count (no more seeing 5.0 above four stars).
Day-end notebook polish: The debt installment row now indicates "Installment Paid ✓" and you can't sign off until the end-of-day summary finishes animating.
Missed-customer marker now reads "late" on the map instead of a generic rating mark.
e-taxi usability additions. Hovering over the e-taxi switches now also highlights the driver card and taxi sprite so you can easily tell which driver is affected.
Polish & Performance
Cursor and mouse handling rewritten for smoother, glitch-free movement.
"New Game" and the Settings "Save" button now feel snappier; heavy work is deferred until after the button visibly responds.
Tutorial now locks up the game map until the first fare is assigned; also, there are some minor tweaks to tutorial popup visuals.
Morning events no longer light up the room early. The room now stays dim until the light-flicker that plays after your daily events, removing a jarring early brightening.
The low-reputation signature wobble was softened and now skips ink naturally, instead of a heavy scribble.
Source
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