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Nursing Home SimulatorNewsMini Update #1: Acuity, O2 Tanks, & Incontinence
Game update

Mini Update #1: Acuity, O2 Tanks, & Incontinence

Nursing Home Simulator · published 7 Oct 2026, 17:39 UTC

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Hey everyone, Update 0.05 is live!

This update is a pretty big step forward for the simulation side of the game. I wanted to move away from residents just being simple "tasks" and start turning them into actual patients with specific, ongoing medical and hygiene needs. You'll definitely need to keep a closer eye on your supply closets and staffing ratios to handle what this patch brings.

Here’s what’s new:

-Acuity & Oxygen Therapy-

I'm introducing "Acuity" to the game, which is basically a measure of a resident's medical complexity. Moving forward, residents are no longer a one-size-fits-all workload. Higher acuity residents demand more attention, specific equipment, and complex care from your nurses and staff.

The first major feature of this is Oxygen Dependency. Some residents will now arrive requiring continuous O2.

  • They must have an O2 Concentrator stationed at their bed.

  • When they get out of bed to use a walker or go to the bathroom, they have to switch to a Portable O2 Tank.

  • This introduces a whole new supply chain. You have to order crates of portable tanks, store the full ones on specific racks, and build empty racks for the depleted ones. Maintenance staff will load empty tanks onto delivery trucks so you can earn recycling refunds.

  • O2 residents also need regular "Cannula Changes," meaning you need to keep Long and Short Cannulas in stock.

  • Warning: If a resident's portable tank runs dry or they lose access to their concentrator, their comfort will plummet and their vitals will tank fast. Don't let them run out of air!

Incontinence System
Upon admission, residents now have a chance to be bladder and/or bowel incontinent.
Instead of using toilets or commodes, these residents rely completely on wearable Briefs. When an accident happens, their brief becomes soiled and a CNA has to be dispatched to change it. If it's ignored for too long, the brief leaks. Leaks cause massive comfort penalties, ruin the bed linens, and create a biohazard mess that your EVS staff will have to urgently mop up.

New Supplies & Inventory Mechanics

  • Briefs: Used for incontinent residents. CNAs grab these from supply closets to restock the resident's personal bedside stash. Every time an incontinent resident soils themselves, a brief is consumed during the cleanup.

  • Skin Wipes: Used for personal hygiene. CNAs consume these every time they assist a resident on the toilet, empty a commode, or perform a brief/bed change. The messier the task, the more wipes are used.

  • Sani-Wipes: These are heavy-duty wipes used strictly for environmental infection control. They are loaded into canisters and stored on Med Carts, Cleaning Carts, Hoppers, and Computer Stations. Staff use them to wipe down keyboards, sanitize carts after a shift, and clean physical objects. If a station runs out, staff can't clean their equipment properly. (We have not implemented pathogens quite yet. This is a foundational building block for that feature.)

  • Resident Inventories: You can now hover over a resident's bed to see their personal inventory. The tooltip displays their currently assigned equipment (walkers, commodes, O2 tanks) and their personal stash of consumable supplies (Briefs, Wipes, Cannulas).

  • Clearer Supply UI: The supply ordering menu now explicitly shows the exact number of individual items contained within each bulk box/pack you order.

  • Realistic Linen Racks: Newly purchased Linen Racks now arrive completely empty. You have to actually order clean linens from the supply menu to stock them up!

Admissions & Management

  • Admissions UI Overhaul: The daily admissions window has been completely redesigned for a better readability.

  • Manual Bed Assignments: You are no longer at the mercy of auto-placement! When admitting a new resident, you now manually select exactly which bed and room they are assigned to.

  • Admission Pacing: Daily admissions are now locked to 1 to 3 applicants per day to prevent early-game facility overwhelm. (Note: Future updates will allow you to increase this cap through facility progression, traits, and hiring admin staff).

  • Resident Names: Residents are no longer faceless entities. They now generate with proper first and last names.

  • Room Numbering: The game now automatically assigns room numbers (e.g., Room 101A) to beds and resident rooms based on their physical layout in your facility.

Architecture & Decorations

  • Walls: Added Concrete and Wood wall types for better interior design variety.

  • Floors: Added Light Wood and Dark Wood flooring options.

  • Lobby/Lounge Decor: Greatly expanded the decoration catalog to make your facility feel more like a home. Added four potted plants, a floor lamp, a coffee table, a lounge sofa, an armchair, a cabinet, and two end tables.

Bug Fixes & QoL

  • EVS staff now have randomized appearance variations instead of all looking identical.

  • Fixed an issue where EVS staff would drag their Linen Carts outside to smoke when taking a break.

  • Linen carts will no longer flash red (indicating an "invalid placement") while they are actively being pushed down the hallway by an EVS worker.

  • Residents should no longer be sharing commodes at all, let alone at the same time

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