
Electric stove and pot. You switch it on and off by hand. The pot boils twice as slowly as the kettle but holds twice the water. Leave it on too long and the water boils away, leave it on empty and the pot burns.
Appliances can burn out. A blown fuse while the device is switched on, boiling in a furred-up kettle, a burnt pot on the stove, a stove left running for ages. A burnt-out one stays dead for the rest of the shift, so switching things off stops being a matter of taste.
The kettle is now sold in the shop, like any other appliance.
Vomiting has a window now. Nausea starts rolling after a moment. On a hit the screen gets a green border and you have two seconds to reach a toilet, a sink or a bucket. Make it and there's no mess and no disgust. The bucket charges you for it: clean water turns foul and you can't mop with it anymore.
Dirty hands dirty everything you put in your mouth. Food, drink, meds. Every time is a chance of nausea, so washing your hands stops being cosmetic.
Water tab in the discovery screen. Water types are discovered separately from the container, so you can finally see how they differ.
The collection tells you what a thing does, once you've used it. Picking something up gives you the card, the name and the numbers. That cola kills a stomach ache only gets written down after you drink one. The description sits on whatever actually works: on the tea, not on the cup. The cup only tells you how much water and morale it gives, and where its effect comes from. Traps look exactly like the real thing in the collection, same name, same icon, same "effect unknown", until you touch one. Then the card says plainly what you stepped in.
Cigarettes. A strong hit of morale, but they halve your stamina ceiling and make you thirsty. They leave a butt behind. Coffee followed straight by a cigarette ends exactly how you think it does.
Night shift. More points, but you start falling apart in the second half.
You can put your back into the work. Hold sprint at a workstation and the job goes faster at the cost of stamina. It's the same stamina you run to the toilet on, so pushing blindly has a price.
Winning the QTE finishes the job instantly, at full pay. The threshold scales with job length, so a short one is winnable and a marathon isn't free.
Headache below 15% hydration. It doesn't run out on a timer, you have to drink and stay above the line for half a minute. It only eats morale, because dehydration already cuts movement and work, and thirst should chase you to the tap, not paralyse you.
Painkillers. They clear the headache and block it from coming back for a few minutes, even on low water.
Instant noodles and a bowl. They cool down and soak through while sitting on the floor too, and they inherit whatever water you used.
Hold to pick things up. Items in the world go into your hand on a held button, with a bar over your head. No more swapping what you're carrying by walking over something on the floor.
Five new effects. Adrenaline for making it to the toilet at the last second: you move faster, work faster and earn more points. Clear conscience for flushing after yourself. Good mood. Cramps, which cut off running. Bloating, which winds up your bladder.
Effect unlocks finally mean something. Until now unlocking one changed an entry in the collection and nothing else, every effect could roll from the first launch. Now only what you've unlocked comes out of the bag. You start with dirty hands, a dirty arse, vomiting, nausea and hydration, the loop that gets you anyway.
Wasted is a debuff now. It cuts work by 30%, and good luck could hand it to you as a reward.
Good and bad luck do something immediately. They used to only change how long the effects you later caught would last, which in practice was invisible. Bad luck now hits you with a random debuff and good luck with a random buff, on the spot.
Coffee and energy drinks have a comedown. When the speed-up runs out you go clumsy, and after strong coffee you simply crash. Winding yourself up stops being free and becomes a loan.
A second dose of dehydration hurts more. A dehydrated body catches cramps instead of just extending the state you were already in.
Disgust lasts half as long. It comes in from several directions at once, and at the old length there was nothing to counter it with.
The bin now only refuses the kettle, rather than everything that looks like a tool. Mops, buckets and brooms can be thrown away.
Leaner starting pool. Meds, noodles and the bowl are a reward now, not standard issue in the first locker.
Junk is back in the lockers as plain filler. Junk is junk, set dressing, not something to unlock.
Mopping could lock up for good. The game never said the problem was dirty water in the bucket, and a bucket placed at the station couldn't be taken back to swap it. The checklist now says it outright and one button takes the bucket back.
The kettle could vanish off its base for the whole shift. It finds its way back now.
The end of a shift swallowed its message. The line before the results board never had time to show, and the character kept shuffling on the spot instead of standing still.
The results board didn't fit on screen with longer lists.
Ingredients recognised by their water, not by the container type. Recipes stopped rejecting perfectly good ingredients.
The sink menu opened empty when there wasn't a single option in it.
The phone kept ringing after you answered it.
Picking something up threw "you can't use that" the moment it landed in your hand, because picking up and using share the same button.
The character faced the wrong way. Moving up lost the back-facing sprite, and the sides were built from separate frames instead of a mirror.