Although quiet, I have been working away on Minutes to Meltdown. My time has been quite limited lately but I will hopefully resume regular updates and progress results shortly. I'll get straight to it.
Power Exports
Choose an export contract at the start of each shift. The harder the contract, the better the rewards, but the bigger chance of failure.
During the shift, maintain your power export through the newly added console controls to match the demand as closely as possible. Export too much and you're deemed inefficient and your rewards take a hit. Export too little and your employment is terminated.
Your export amount is controlled at consoles which allow you to configure and adjust what the reactor outputs.
If you successfully complete a shift, you take a new contract and carry on. If you fail the contract or the reactor melts down, that's game over.
If you struggle to get the required output, you can now turn off individual machines and isolate whole systems to give you more power available to export (of course at the expense of your plant).
More Repair Types
I've moved away from the blow torch being the sole repair style and have added wrench repairs, maintenance repairs and tape repairs for cables. This ties in with the newly added parts pool. Not only do you have to monitor your blowtorch fuel, but parts as well.
I have also added preventative maintenance. Maintenance tasks are not a fault (yet). They provide players a chance to service a component before it faults. Be warned however, not all faults will give you this grace.
Phone Calls
Phone calls have been added which give you the opportunity to interact with your CEO, union rep, logistics team etc. These could offer you some buffs if you're lucky. Or it could be human resources calling if you're unlucky.
UI
Any explanation needed? The UI has been updated to both better relay information and account for the new power export mechanic. This includes an update to the toggleable map.
But wait, there's more.
Repair Tasks
On top of maintenance and new repair types being added, some of the key machines have a repair task specific to them to help break up what you're doing as a play by play.
These changes aren't reflected on the store in the trailer or screenshots so my next step is to finalise them and make the content to go with them. This will include a steam store page refresh and some content going out on the socials. I'll then be looking to do another playtest in the near future.
I look forward to showcasing these features in more depth. They have virtually all come off the back of playtest feedback.
Thanks everyone.