- v0.1.24 - Hotfix - 13 December 2025
Fixed bug where advance money for initial grant would not be givenFixed bug where appliances sometimes would not connect to wiresFixed right click contextual menu breaking at different screen resolutionsFixed bug with appliance connections not showing on saves from older versionsCan no longer quit to main menu when saving gameFixed memory issue with loading legacy saveFixed bug with le fishe and fishlings snapping to z level 0 when wandering
- v0.1.23 - Experiments, Wires & Polish - 12 December 2025
Dev NotesThis patch was quick! The last one was only a few days ago. This patch is the result of the final effort before the lead developer (one who is writing this) goes on holiday. 2 week holiday to be exact. However I can't say I achieved everything I wanted with this patch. I really wanted to get the interactive demos in, but that will have to wait till after my holiday. Anyway onto the changes:Cascading ExperimentsExperiment modules have gotten some design changes. The main change is that experiments when failing will make the experiments around them fail as well. You can see this below:Experiments get a yield bonus by being near other experiments but in turn have this cascade failure risk. However if you want to really increase your yields, look no further than the experiment relExperiment RelaysExperiment relays are objects you can place around experiment modules. What's its func…
- v0.1.22 - The Patch of all Time - 8 December 2025
Dev NotesThis update was a long time coming, its been a few weeks since the last patch. A lot of things has contributed to the slow down. For one we have moved back to sprint based work, which means there isn't a convenient time to upload patches. But I hope to address this and just release a patch a set number of days to capture any work we have done. Maybe a weekly patch would suffice instead of daily. Anyway, I'll briefly outline the changes in this patch below and be on my merry way,Tutorial QuestionsThe focus of this patch (and the next one to come) is to improve the onboarding experience of the game. We are doing this in multiple ways:Improving the handbookAdding visual interactive demosFixing unintuitive designAdding "training tutorials" (as a last ditch effort)Below you can see what the questions in the handbook look like, excuse the poor cropping. Oops.Aside from just questions…
- 0.1.21 - 18 November 2025
This update comes after a few days of silence. Definitely a departure from my normal schedule. However, I am hoping to get the pace back. On that note, there are some background changes with the development team that will improve the pace of updates, which I will get into below.New Science ModulesI finally got the new science modules into the game! Theres currently only two in the game but I hope to add the rest in, in the next few patches. Not much else to say about this, But if you want to see how they work, check out the next section.What's Next?Improving Player OnboardingImproving player onboarding has become an acute focus in recent days as we have been communicating with investors and the like. But generally, the onboarding process for the game is fundamentally flawed. Well, effectively non-existent really. The campaign failed to succeed as an onboarding and was way too complicate…
- v0.1.20 - New Research Screen - 4 November 2025
Dev NotesIntroducing the New Research Screen!The new research screen is here! I still need to add research trees for 2 anomalies that are currently in the game, but now that I've finished this new UI, I can move on to focusing on core content once more, and also fixing all those terrible bugs. The game also needs a bit more optimisation work, which will take a lot of brainpower and draining evenings to crack. But I turned this game from a 5 fps lag machine to a 10 fps lag machine, and then to a 20fps lag machine. And if I learnt anything about the power of exponentials in school, it's one thing: most of the change comes right at the end when you least expect it. So hopefully that notion carries over to optimising the game further.Anyway, here are some screenshots of what the new UI looks like. Tree SelectionBelow is the first page you see when you press the research tab. Here, you selec…
- v0.1.19 - 27 October 2025
Patches> Fixed sizing issues with text fitting in UI elements> Removed hauling issue notifications> Fixed spelling on Anomaly Database> Fixed bug with sticky issues not being selectable in construction mode> Right-click can be used to erase in construction mode> Fixed hauling bug with multiblock tile objectsDev NotesThere were some bugs I encountered whilst doing a quick demo of the game. I'll link that below. Anyways, the most concerning bug I found was one with hauling, which somehow had not been picked up in playtests. It was quite a significant one that affected all multi-tile objects! Took a few hours to track down and fix, but it was fixed for this minor version. The bug wasn't caused by the hauling system itself, but rather, multitile objects were shuffling position data internally (as an unwanted side effect of some unrelated internal logic), which was causing them to jump the h…
- v0.1.18 - 22 October 2025
Patches> Fixed issue with containment goal on contracts> Removed containment requirement from first grantDev NotesVery small changes. The first grant was completely broken due to a bug softlocking the game. Oops. One notable change is removing containment goals from the first grant entirely. I figured since there is no "beginner" anomaly anymore (they are all a hassle), it's best to give players a chance to develop the site and such before containing anything.Whats NextI'll be working on overhauling the research screen for the next patch. Also, there are some random UI bugs and saving bugs I gotta address, but I can't for my life recreate them :(. I'll keep cracking at it though!
- Changes Coming to Research - 22 October 2025
What's up?I have decided to use my brain for once and address a problem that has plagued the game for a while. Communication. Specifically, the communication of one of the core pillars of the game Research. There are three core pillars: Containment, Research and Profiteering. And a lot of the changes to the game have been an effort to more effectively communicate those pillars to players.The research screen just did a terrible job at providing an easy-to-use to use and understandable interface. I'll leave all the reasons as to why below, but first, let's see a comparison of the new design vs the old.RedesignNEWMockup of New Research UI Above is a mockup of what the new research screen is going to look like. I'll post what the current one looks like below:OLDIn-game screenshot of the current research treeSo why is it changing?So the problem, as I said earlier, was the fact that it didn't…
- Version 0.1.16 - New Anomaly! The Sun made small. - 16 October 2025
Introducing S-0001I've started work on a new anomaly. A miniaturised sun that eats things and creates unlimited energy. I'll be releasing the content for the anomaly in multiple patches, and some changes are going to come to the research screen, which needs to be redone to make it more streamlined and less janky.It's a pretty fun anomaly to play around with and extract energy from.This was the most optimal setup I could create.This anomaly introduced a lot of new interesting mechanics regarding radiation, which will be used a lot going forward for other anomalies that may emit harmful radiation. Right now, radiation doesn't have any serious harmful effects on Nuggets, but I'm definitely going to add radiation sickness and other such horrors.With the new "View Radiation" lense, you can get a visualisation of the deadly radiation emitted from S-001. And that reminds me. I restarted the nu…
- v0.1.15 - 12 October 2025
> Fixed janitor cleaning job
- v0.1.14 - 12 October 2025
> Added "Sub Anomalies" section to database> Fixed "Save For Later" button putting grants in the wrong dropdown section> Fixed unavailable grants from being selectable and being able to be accepted> Changed behaviour of S-0010 "Gate to Hell". Gate now absorbs power from its surroundings and automatically turns on at night if sufficient power is absorbed, turning off during the day. Gate can still be powered manually.> Containment regions no longer need to be indoors> Subanomaly instances leaving containment cell now cause a breach> Issues are visible in top left corner of game UI> Removed duplicate title from contract display box in contract menu> Added "subobject" and "exports" sections to anomaly database entry page> Le Fishe now lays eggs> Eggs hatch into "fishlings"> Fishlings magnify le Fishe's negative effect> Issue Jumptos can now run arbitrary logic> Added event for when S-0010…
- v0.1.13 - 7 October 2025
> Overhauled database menu> Added new database entries for existing anomalies> Removed unnecessary grant prerequisite for anomalies
- v0.1.11 - 30 September 2025
> Machine translated all content files> Added daily stipend to anomaly detail UI page> Increased daily stipend> SAFE anomalies now generate money> Added visible floating text to anomaly stipend> Fixed bug with modal not closing when overwriting saves> Containment procedures are now saved properly> Fixed null error with battery slider display> Added save file validation step to protect against file writing misses> Added modal for terrain layer generation> Accounted for construction hauling edge case where building resource is on top of an object of the same type as the object to be built> Janitors no longer attempt to clean positions that cannot be reached
- v1.0.10 - 27 September 2025
> Fixed issue with delivery store stocks being too low and restock time being disproportionately high, leading to construction softlock> Corpses are less annoying to inspect> Fired staff are forcibly removed from the site at the end of the day> departure shuttle bus no longer spawns for fired staff, to avoid the issue with infinite bus spawning> Optimised audio system with lazy sound sources, and sound object pooling> Nuggets regularly take mugshots> Fixed bug where containment breach message wouldn't disappear> Fixed bug with duplicate containment breach messages> Revised containment procedure handbook tutorial> Fixed issue with slow loading with many generated floors
- v0.1.9 - 25 September 2025
> Translated settings> Modified classic scenario starting items> improved navigation notifications> rewrote tutorials> Adjusted sorting order of ghost wall and floor objects> Fixed price of razorwire> Added easy way to fire staff via new "fire Staff" menu> Fixed store page navigation bug> Fixed visual issues with nugget mugshots> Fixed issue with research tree nodes being unlocked too early> Fixed issue with ceilings being built even if not supported properly> Fixed squished UI on custom haul modal> Fixed memory error when loading save whilst pathing calculation process was running> Nuggets will try to unstuck themselves from glitched jobs after 10 ticks of being stuck> Added event for anomalies being assigned containment cell> Storage regions now accept all items by default
- v0.1.8 - 24 September 2025
Closing menus no longer unpauses gameFixed crash when opening bar chart displaysReduced size of modal button optionsAdded pages to delivery storeOption save buttons are now disabled during savingFixed issue with goal progress not being calculated properlyAppliance satisfaction goal no longer counts unplaced tilesFixed bug with double placing wallsFirst grant is accepted immediately on entering new saveAdded sound effect for when a contract goal is metAdded button to assign anomaly to cell from transport box inspector menu
- v0.1.7 - 23 September 2025
Stair top sprite now visible on higher z levels.Fixed the issue with nuggets infinitely falling down laddersFixed issue with spooky action at a distance concerning nugget jobsFixed graves
- v0.1.6 - 23 September 2025
Vehicle no longer appear on incorrect z levels when spawning inTick process now catches errors with running ticks, in cases where tickers are made invalid or removed from memoryReduced some text sizesRemoved "Build Roof" orderFixed issue with anomaly UI icon positionChanged the colour of the anomaly ui icon to brighter yellowFixed anomaly containment grant not being completableFixed terms in some event descriptions
- Containcorp Visual/Gameplay Overhaul - v0.1 - 20 September 2025
> Rebuilt user interface from the ground up> Added WIP campaign mode> Added various QOL features> Redesigned construction gameplay> Optimised game for large sites> Added helicopters> Fleshed out S-0010> Added localisation support> Added machine translations for non-English languages
- Containcorp Overhaul Complete... it only took 6 months... - 20 September 2025
After 6 months of what could only be called "very arduous work" (I burnt out multiple times), it's eventually."Done" is a nebulous term because the game is never really done. There bugs. There are design issues. There are 6 months' worth of content that needs adding. But perfection is the enemy of progress.I'll be pushing patches to fix bugs, but for the most part. I just want to start adding anomalies and getting the game some meat on its bones, because currently it's sort of lacking in the anomaly department.And that's the entire point of the game...So anomalies will be coming thats for certain.The major changes in the overhaul are as follows. Completely new artstyleCompletely new UIMany gameplay changes and vocabulary changesLore and aesthetical changes i.e. new/fresh creative directionLots of OptimisationsUmm. That's probably it. Also, machine language support. A couple of languages…