The latest Minutes to Meltdown overhaul is in and has created new ways to play the game.
I was finally able to stitch together a new trailer and store page to capture the latest Minutes to meltdown updates. It takes a while as a solo dev but I'm getting there.
Here's what's been added:
Shift Game Loop + Power exports
The game loop has been at the center of all these updates.
I pivoted away from 10 minute standalone shifts and rebuilt the loop around 6 minute shifts that run consecutively until you lose.
At the start of a shift, choose an export contract. The better you do with exporting power, the better your pay. Use this pay between shifts to purchase upgrades and helper bots to keep on top of the plant's demands. Before the next shift, choose a new export contract. These contracts have unique modifiers that offer power spikes, safety inspectors, and dodgy equipment with more to follow.
Safety Inspector
The safety inspector adds a new angle to the game. Keep the plant looking safe and tidy, clean up after yourself and make sure you don't earn too many citations. Too many citations will lead to shift deductions. Staying under the threshold will give you a nice bonus
Consoles
In the previous announcement I talked about consoles being used for control. All of the monitoring and control consoles can now be used to control the plant and are necessary for managing power exports. The export governor can be set to automatic to help solo players and provide accessibility support for those who need a little more assistance.
What's next?
Game balancing. The new implementations require me to adjust some of the game balancing. But we're almost there.
UI updates to the shop and contract screens.
Demo. Something I'm looking forward to is getting a demo out there. I am aiming for the February 2027 Steam Next Fest with release shortly after. Having a demo up will allow me to gather even more feedback and release the game in a state that players will enjoy. I am always looking for feedback and I think this will be the best way to let players try it one their own time and schedule. Feedback isn't necessary but it is always helpful and I take all of it on-board.