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Toy KeeperNews🛠️ Early Access Update 0.4.4
In-game event

🛠️ Early Access Update 0.4.4

Toy Keeper · published 1 Aug 2026, 01:00 UTC · build 24503380

All newsPlayers around this dateRead on Steam

This update is almost entirely about playing together. Joining a friend's store now gives you their store — not a blend of theirs and yours — and the long list of small betrayals that made co-op feel unreliable has been worked through one by one.

It also fixes a store-wide product bug that has been hiding in the large store sizes since Mass placement shipped.


🎨 White, yellow and gold are three different balls again

In a x2, x4 or x8 store, products were being looked up by name rather than by identity. Because a bigger store generates its colourways differently, four genuinely different toys could resolve to the same definition.The result, in Mass placement: white, yellow, orange and gold soccer balls shared one display, one shelf card and one name — and because the display believed it held four times its stock, it packed the units into each other.555 of 2,175 product families were affected at x8. They are now separate products with their own displays, cards and spacing, and a display lays out identically at every store size.

Saved runs at x2/x4/x8: displays that were merged will separate into their real families the next time you load. Nothing is lost, but that stretch of shelf will need re-arranging.

🤝 Joining a store actually gives you that store

  • Your world is now cleared completely when you join. Toys on shelves and floors that belonged to your own run — or to the session before — no longer come with you.

  • Shelves, floors and stock now match the host exactly, including which floors are open.

  • The store size is shared: a guest whose store was stocked at a different size rebuilds to match instead of reconciling a world of different toys.

  • Displays the host stocked before you arrived are real displays to you now: hold-to-grab takes from them, and the placement preview continues them instead of starting the family again somewhere else.

  • Product displays anchor exactly where the host has them, so your next unit lands where the host will accept it.

  • Leaving Mass placement no longer leaves its shutters, guide rails, floor barriers and product cards standing inside a shop-mode store.

🔌 Connection problems

  • A lost welcome no longer strands you. If you end up connected with no world — a rejoin the host never saw, a dropped packet — the game now asks for the world again instead of leaving you standing in your own store for the rest of the session.

  • Joining after leaving works. The host used to ignore a returning player's greeting, and an invite accepted while the game was reloading was dropped entirely.

  • Switching from hosting to joining someone else hands the lobby over cleanly, instead of racing your own departure against your arrival.

  • Poor connections no longer yank toys back into somebody's hand: out-of-order updates are now recognised and discarded.

🪙 Coins, perks and crates

  • Helper robots no longer pay you. The machine rewards your work; a robot tidying the store was minting a coin per delivery, which in co-op meant a coin per delivery per player.

  • The coin budget is host-authoritative again. A guest's counter reopened the budget on every sync, so the store minted coins without end.

  • Guests inherit the host's perks on arrival, and every perk the host wins afterwards.

  • Your own single-player unlocks no longer leak into someone else's store.

  • A world perk the store has already maxed out is no longer offered to guests — and if the host refuses one, your coin comes back.

  • Restarting the store also resets guests' perks: perks belong to a run.

  • Sorter crates are single-trip again. Empty one and it shatters; the machine sells you another.

  • The reward bar never reads MAX. Owning every perk does not end the economy — the machine keeps dispensing crates, and crates are spent.

🧰 Shared world, shared controls

  • Guests can roll a gondola's shutter down or up, and it rolls on every screen.

  • Shutters no longer vanish when you stand right in front of them.

  • A player carrying ten toys shows one in their hand, not all ten.

  • Placing a product sounds once, not twice.

  • Players who disconnect no longer leave their crate floating where they stood.

🖥️ Hosting

  • The host setup no longer offers "Mass placement +" as a separate mode — it is a store size inside Mass placement, as it is in single player.

  • Hosting the store size you actually chose. Asking for 20,334 toys and getting 2,694 is fixed.

  • Browsing store sizes no longer reloads the game; only pressing HOST does, and it comes straight back and hosts.

🏆 New achievements

Finishing a store now has something to show for it: one achievement per map, per mode, per store size — 2,694, 5,214, 10,254 and 20,334 in Exact placement, 7,638 and 23,778 in Mass placement.They are cumulative: finishing a larger store awards the smaller ones too. Only a finished run counts — partial progress and restarts do not, and Free mode has no completion achievement.

🐛 Also fixed

  • Exact placement at maximum size no longer drops to 30–40 fps after unpausing.

  • Winning a robot asks for its name, and names belong to the run.

  • Mass placement's ending cinematic uses the collision-safe route instead of flying through stocked gondolas.

  • Coins have no ceiling in Exact or Mass placement.

  • Redeeming coins respects the store's robot limit.

📄 Generate report

Settings → Generate report writes a file describing what your run actually holds: every display and its members, shelves, world counters, renderer stats, and the last errors the game logged. If something looks wrong, generate it while you are looking at the problem and send the file — it is far more use than a screenshot. (Please send us your txt file via Discord to check your issue!)

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