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Big Bad PharmaNewsThree days in: everything you reported, and where it stands ๐Ÿ’š
Community

Three days in: everything you reported, and where it stands ๐Ÿ’š

Big Bad Pharma ยท published 14 Aug 2026, 21:29 UTC

All newsPlayers around this dateRead on Steam

Big Bad Pharma launched on the 12th, and in the three days since I've shipped four patches. Almost every single fix came directly from your reports, screenshots and Task Manager numbers in the discussions. This is a one-person project and honestly, you've been my QA team, so I wanted to lay out everything in one place.

How to read the markers: ๐ŸŒฑ fixed, and players have confirmed it ๐ŸŠ fix is live, waiting on your confirmation ๐Ÿ”ด still on my list


๐Ÿ“ท MOTION SICKNESS AND CAMERA ๐Ÿ“ท๐ŸŒฑ Screen shaking and bumping when walking over items. Items were unintentionally blocking your feet after a physics change. Fixed in 1.0.6, and several of you have confirmed the game is smooth now. Head bobbing is also gone entirely.๐ŸŒฑ Camera suddenly snapping in a random direction when stepping on items. Same root cause, fixed in 1.0.6, confirmed in the thread.๐Ÿ•ณ๏ธ ITEMS DISAPPEARING ๐Ÿ•ณ๏ธ๐ŸŒฑ Items vanishing into the floor. Two-part fix: the cause (a ground plane under the floorboards that caught glitched items, plus fast throws tunnelling) was fixed in 1.0.7, and as of 1.0.8 there is a full safety net on top: anything that somehow ends up below the floor teleports back to its home spot within 30 seconds. Nothing can stay lost any more, and your own arrangement of items on the floor is untouched by this, it only ever acts on items that are genuinely inside the floor.๐Ÿช SHELVES AND STOCKING ๐Ÿช๐ŸŠ The 1/1 bug when rearranging products. The per-segment cap that caused it has been removed entirely: spreading a product across shelves now claims full capacity everywhere, and the shelf label shows a small segment chip instead so you can still see when a product is spread wider than intended. Alphabetise away. Old saves that already had scarred 1/1 segments repair themselves on load. Please tell me if you still hit a 1/1 anywhere.๐ŸŠ Odd stack sizes (16 in one spot, 21 or 23 in another). Capacity counting was made uniform per product and saves self-heal the old numbers. If you still see a number that makes no sense, I want to know about it.๐ŸŽฎ CONTROLLER ๐ŸŽฎ๐ŸŒฑ "No controller support". The pad always worked in the game itself, but the menus only listened to the mouse, so on a controller you couldn't even press CONTINUE. As of 1.0.8 every menu is fully navigable with the D-pad or stick, A to select, B to go back.๐ŸŒฑ Controller camera feel: right-stick look is now the same speed at any framerate, with a proper deadzone and a precision curve. There are separate mouse and controller sensitivity sliders, plus a new key bindings page in Settings showing keyboard and controller bindings side by side.๐ŸŠ Handhelds (Legion Go, ROG Ally, Steam Deck). The menu fix should make these fully playable. I only have one handheld to test on, so reports from yours are gold.๐Ÿš‘ CRASHES AND NOT LAUNCHING ๐Ÿ’ฅ๐ŸŒฑ Launch failure on older graphics cards. The game shipped with a renderer setting that locked out cards without Shader Model 6. Fixed in 1.0.7, those machines now boot with the fallback renderer.๐ŸŠ The black screen then crash-to-desktop on startup. Found it, thanks to the Task Manager numbers you posted: the engine was pre-compiling thousands of graphics pipelines on every CPU core at once on first boot, and memory ballooned until Windows killed the game. That pre-compilation is switched off completely in 1.0.8, along with the first-boot benchmark that was hammering the GPU behind the black screen. The game now starts on Low quality the first time, and you turn it up in Settings. If this was you, please try again on 1.0.8 and tell me either way. If it still refuses, add -dx11 in the game's Launch Options as a workaround, and post in the thread so I can keep digging.๐Ÿ’พ SAVING AND LOADING ๐Ÿ’พ๐ŸŒฑ Getting stuck on the loading screen after loading, saving and exiting. The screen now always clears with a smooth fade and has a built-in fail-safe. Loading a save slot shows a proper loading screen too.๐ŸŒฑ CONTINUE sometimes needing two clicks. One click now.๐ŸŒฑ Items you dropped on the floor not being where you left them after loading. Saving now records exact positions for everything, including your floor piles.๐ŸŠ Steam Cloud saves. These were never syncing because of a configuration mistake on my side. It's now pointed at the right folder and rolling out, so your saves should start following you between machines.๐Ÿ’Š UPGRADES ๐Ÿ’Š๐ŸŒฑ Ability upgrades feeling like they did nothing. They were tangled: Locate and Match were accidentally reading the Magnet tier for their cooldowns and capacity. Every ability now scales with its own tier as of 1.0.8.๐ŸŒฑ Carry tiers 5 and 6 not showing their lock state or price at the upgrade PC. Fixed in 1.0.8, along with the earlier fix that added them in the first place (carry now goes up to 16 items).๐Ÿฉน SMALLER THINGS ALONG THE WAY ๐Ÿฉน๐ŸŒฑ Sharper, more responsive crosshair. Whatever is exactly under the dot wins, with a little assist for tiny items. ๐ŸŒฑ Shop lighting toned down over three passes, and the fridge glow no longer washes out nearby labels. ๐ŸŒฑ Resolution dropdown, APPLY button, FPS cap, window mode and FOV options in Settings.๐ŸŒฑ The end-of-shift report, shift records and a little music player on the upgrade PC.๐ŸŽจ ACHIEVEMENT ART ๐Ÿ†๐ŸŒฑ The achievement icons were AI-generated at launch. They aren't any more: I've drawn the new set myself and swapped them all out, and even though my abilities are limited in that sense I hope you like them. You can see the before and after below.๐Ÿ”ด That leaves the capsule art as the only AI-made piece still in the game, and it's the last one on my list.๐Ÿ’š ON ALL THE PATCHES ๐Ÿ’šI know four updates in three days is a lot, and I'm sorry for the constant download prompts and any sessions they've interrupted. I want to be upfront about why I'm patching this often: every one of these fixes came straight from your feedback, and when something is getting between you and actually enjoying the game, I would rather get the fix into your hands the same day than sit on it for a tidy weekly schedule. Every patch has one goal, making the game smoother and more enjoyable to play, and your reports decide what gets fixed first. As things settle down the updates will naturally become less frequent, but the listening won't.And whatever you find next: I read everything in the discussions, even when it takes me a little while to reply, and the last three days should tell you how fast I'll try to move on it.Thank you for the patience, the bug reports, the screenshots, and for sticking with a first-time solo dev through a rocky first launch. The game is so much better than it was three days ago and that is genuinely down to you. ๐Ÿ’šSophie

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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 allโ€ฆGame 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. ๐ŸŒฑ "You did it raw, dawg" now actually unlocks. This was properly bโ€ฆGame update19 Aug 2026Big Bad Pharma V1.1.4 patch notes๐ŸŒฑ 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 โ€” 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,โ€ฆ