Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Big Bad PharmaNewsBig Bad Pharma V1.0.8 patch notes
Game update

Big Bad Pharma V1.0.8 patch notes

Big Bad Pharma · published 14 Aug 2026, 20:12 UTC

All newsPlayers around this dateRead on Steam

Critical fixes:

🌱 Game crashing before the menu (black screen, then back to desktop). Found it: on first boot the engine was pre-compiling thousands of graphics pipelines all at once, using every CPU core at the same time. The more cores your machine has, the more memory it ate, until Windows killed the game. This is what was maxing out CPUs and pushing RAM usage through the roof in your reports (thank you for the Task Manager numbers, they cracked it). That pre-compilation is now switched off completely. The automatic hardware benchmark has also been removed, since it was hammering the GPU behind a black screen on first boot. The game now starts on the Low graphics preset the first time you run it; turn the quality up in Settings once you're in. If you still have trouble launching, adding -dx11 in the game's Steam Launch Options is a known-good workaround.

🌱 Stuck on the loading screen. After loading a save, then saving and exiting, the loading screen could stay up forever. It now always clears, with a proper smooth fade, and has a built-in fail-safe so no pause or menu state can ever freeze it. Loading a save slot now shows a real loading screen too, instead of a hard cut.

🌱 Lost items. Items could end up resting inside the floor, invisible, where only the magnet could get them back. The 30-second rescue sweep now catches anything that ends up below the floor surface, so a lost item teleports back to its home spot within half a minute, every time.

Controller:

🌱 Menus now fully work on controller. This was the real problem behind "no controller support": the pad worked in-game, but the menus only listened to the mouse, so you couldn't even press CONTINUE. Every screen (main menu, pause, save slots, settings, shift records, end of shift) is now navigable with the D-pad or left stick, A to select, B to go back.

🌱 Right-stick camera feel overhauled. Stick look is now the same speed at any framerate, with a proper deadzone (drifting sticks stay still, worn sticks still reach full speed) and a precision curve so small movements aim finely while full deflection turns fast. The controller sensitivity slider still scales it on top.

Settings:

🌱 New: key bindings page. Settings → Controls now lists every action with both its keyboard/mouse and controller binding, alongside the sensitivity and invert-Y options.

Fixes:

🌱 CONTINUE sometimes needed two clicks. One click now.

🌱 Carry tiers 5 and 6 now show their lock state and price properly at the upgrade PC.

🌱 Ability upgrades were tangled: Locate and Match were accidentally reading the Magnet tier for their cooldowns and capacity. Every ability now scales with its own tier. If your upgrades felt like they weren't doing anything, this was why.

🌱 Sharper, more responsive crosshair: whatever is exactly under the dot always wins, with a small assist for tiny items, and it costs less per frame than before.

🌱 Fridge and chiller glow lights no longer cast shadows: less glare on nearby labels and a small performance win.

More from Big Bad Pharma

Other announcements

All news
Game update13 Sep 2026Big Bad Pharma V1.1.6 patch notesThis one started with me sitting down and reading every thread on the discussions board in one go, then going through the game's code looking for the causes rather than the symptoms. Six separate threads were about the same thing, one achievement I thought I had fixed was still not unlocking, and a couple of you had found problems I would never have spotted on my own machine. Thank you for all…Game update30 Aug 2026Big Bad Pharma V1.1.5 patch notesA few of you sent in reports that turned out to be much more useful than you probably realised, one comment about an achievement that "never triggers" and one very patient write-up about being told you were a single item short led me straight to two bugs that had been sitting there since long before V1.1.0. Thank you for those. 🌱 "You did it raw, dawg" now actually unlocks. This was properly b…Game update19 Aug 2026Big Bad Pharma V1.1.4 patch notes🌱 No more 1/1 shelves. The two halves of the rule now live together properly. While a product still has unshelved stock, a fresh segment sizes itself to exactly what remains — that is V1.1.2's fix and it stays (27 Pedibree Minis still fill a 15-slot shelf, then a 12). But once a product's stock is fully spoken for elsewhere, an extra segment now claims the shelf's full natural capacity again,…