This one is aimed squarely at the three things people have been telling me since V1.1.0: items you can't reach, the game falling over on lower-end machines, and the upgrade screen not making sense. Thank you again to everyone who took the time to write these up, the item one in particular was reported with enough detail that I could find it properly. 🌱 Items can no longer get stranded where you can't reach them. This is the "I'm two cardio medicines short and can't finish" problem. Nothing was ever deleted — if you threw an item hard enough it could land on top of a fixture, like the wall bays, the back-room shelving, the glass cabinet or the chiller. From standing height you simply can't see up there, so the item was invisible and unreachable, and only the magnet could get it back. The game already had a tidy-up sweep running every 30 seconds, but it was only looking for items that had fallen out of the shop, not ones sitting above it. It now also rescues anything resting above head height and puts it back where it started on the floor. 🌱 Finishing the shop is now guaranteed. As a backstop, if you're down to your last three items and any of them are still loose, the game now returns them to their original floor positions no matter where they've ended up. Whatever the cause, it should not be possible to get stuck a couple of items away from 100% any more. Both of these work on saves you already have — load your game, wait half a minute, and stranded items will come back. 🌱 A big pass on performance for lower-end machines. Ray tracing is now switched off across the whole game. It was doing very little for the look of a cartoon pharmacy and it was costing memory and a large pile of shader work. Separately, I found that the Low and Medium shadow settings weren't actually turning off the most expensive part of the shadow system — so if you'd dropped your settings to help performance, you were still paying for shadows you hadn't asked for. That's fixed, and the texture memory pool is now capped to what your graphics card actually has instead of overcommitting it, which is a common cause of crashes when you swing the camera around and a lot of new things come into view at once. 🌱 The upgrade screen now tells you the truth. Several people said the ability upgrades "weren't scaling". I went through the upgrade code line by line and the upgrades themselves are working correctly — but the Rx Hub was printing the wrong numbers next to two of them. Magnet Grab was advertised as −5s cooldown per tier and Teleport as −2s, when in fact every ability improves by −10s per tier (60s at tier 1 down to 20s at tier 5). Sort Items now states its cooldown reduction too, instead of just saying "faster cooldown". So the upgrades were better than the screen claimed, and the screen was the thing that was wrong. Sorry — that's a confusing thing to have shipped. 🌱 The catalogue book now shows how much of everything there is. Every product page now lists that product's total item count and how many shelf segments it fills, so you can use the book to work out what you're still missing. Each page and the cover show running totals too. While I was in there I did a proper alignment pass — the counts line up across all six cards on a page regardless of how long the product names are, the bookmark ribbon no longer covers the page heading, and the one-product Magazines page renders as a normal card instead of one enormous one.
Known issues still being worked on