
First patch. It was supposed to be a small one. Then a whole new job walked in.
Job 7: The Strip-Out. You are inside the building this time. Gut the partitions, leave the shell standing, and watch the ceiling — the landlord bills a hole in the roof at the same rate as a wall you were meant to keep. Unlocks after The Yard. Fresh off the bench and shipping early because it is more fun to play than to wait for.
The Orbital Laser hits harder. Debris gets kicked out of the beam and tumbles instead of sliding off politely, and the shaft throws its own sparks.
The store page finally matches the game: five tools, two sandboxes. It has been that way in the build since day one.
The garden shed now honours your tool upgrades. It was running every tool at base tier no matter what you had bought. If the first job felt tougher than the jobs after it, that is why. Its star bars were tuned against the old behaviour, so they get re-measured before they move.
The Strip-Out ships a little raw. The view out of its windows is still being built, and the second star is a stubborn one — when the ceiling goes, it tends to go in a cluster, so it is a clean shell or several tiles at once. Consider that part of the puzzle for now. If you find a route we did not, F8 it.
Star thresholds across the campaign get moved with numbers, not by feel. When one moves, it moves once.
The shaped charge still reaches past the building it is stuck to. Fix is next in the queue.
Anywhere in the game. It grabs the frame, the job state and your system info, and drops it where we read it. If a star feels unfair, tell us which job — that is exactly what we want to hear.