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Tollway TycoonNewsPatch 0.16.0 - New Infrastructure, Balance and Fixes.
In-game event

Patch 0.16.0 - New Infrastructure, Balance and Fixes.

Tollway Tycoon · published 10 May 2026, 12:46 UTC · build 23167560

All newsPlayers around this dateRead on Steam

We're introducing the Operations Booth in this update.

Unlocked from Authority 3; it provides a second spawn point for your workers, plus allows a second security and maintenance patrol to be created.
This will be needed on the later days (15+) - this is one of the most powerful upgrades to keep your traffic flowing.

Another major feature is a HQ 5 day grace period for a "second chance" if the operation goes bankrupt early. Players will be boosted back to $100, but will be under heavy scrutiny for 24 hours from HQ. Tollway performance and player actions may be penalised for further rewarded.

The end victory screen has also been revamped to provide a far more amusing (and unique!) experience upon game completion.

[Gameplay]

- The Operations Booth is now available through the Upgrades screen at Authority 3.

- HQ will now give players a second chance if failure occurs before Day 5 - unlocking a special event.

- Authority 4 now grants a Tollbooth Auto-fill option, allowing the player to have additional tollworkers automatically fill absences.

- Cars will now turn more aggressively on booth "This way" redirections.

- Cars will recover to their original lane if the redirection causes additional issues.

- Cars will now check their blind-spots before merging.

- Patrols now auto-renew daily, their fee is added to the calculation of daily HQ fees.

- Bigfoot is far more dangerous from Day 10 (More event dangers to come in future patches).

- Pricing accuracy directive is now changed to charge "x" number of cars correctly today.

- Day 15+ can now see two major events at once.

- Day 18+ will now see no break to the major events.

- Ending screen has been improved.

- Added 3 tiers of highway lights.

- More ambient frogs in the frog event.

- Various small easter eggs.

[Balance]

- Adjusted failure scenario's on repairs so frogs and potatos are always successful.

- Tollworkers will no longer be absent from their shift on night 1 / morning 2.

- Night time safety reduction now 20 instead of 15.

[Bug Fixes]

- Fixed the +500% deer mini-event. Expect quite a few more deer.

- Wait time calculations are correctly based on the total wait instead of transit time.

- Extra protection against maint/security worker allocations not being refreshed.

- Prevented impossible directives from being allocated (Add a booth when player has max booths).

- A new game reset system has been put in to prevent carried-over data from previous plays affecting a new game.

- Corrected the mechanics and security from spawning behind HQ and getting stuck in terrain.

[UI]

- Minor changes to tutorial wording and removal of duplication to enhance clarity.

- Changed Level 3/4 tollbooth hover fade.

- Added menu option to set permanent Level3/4 roof transparency.

- Added a countdown below a major event debuff to label how long is left in the event.

- Stretching of staff cards on absences is fixed.

- Job Markers are now pruned if the underlying obstacle no longer exists.

- Contracts are now tracked in the left tracker panel instead of notifications

Thankyou to all players and playtesters, reach out for any suggestions or reports on bugs!
As always, more content is coming soon!

- Tim

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