System Clues · public · first seen
Social engineering panel: The left column no longer grows endlessly as you progress. It now shows only the templates and recipients relevant to the current chapter, with a height safeguard, so the "Send Email" button at the bottom can no longer be pushed off-screen.
Stricter achievement unlocks: Chat and email reading stats are now counted per chapter, and only count when you actually read new content. The cases of "unlocking all four chapters' reading achievements right after the tutorial" or "opening one page and unlocking every chat and email achievement" are fixed.
No more carry-over between runs: Starting a new game (or wiping progress) now fully clears run-scoped state from the previous run, including obtained credentials and achievement-related counters. This also fixes two related problems: the hidden-ending condition being "already satisfied at the start", and a blocking bug where side quests would never generate again after starting a new game, with the accept button left locked. A new game now plays as a fresh run from the beginning.
Chat timestamps show dates: Chat timestamps changed from "HH:mm" to "MM-DD HH:mm", making conversation timelines easier to follow.
Clearer hidden-ending hints: The ending gallery used to tell you "achieve a hidden moral route" for every hidden ending, even though the investigative and technical endings actually require something else entirely. Each hidden ending now gives its own hint, and endings that require social engineering (a disguise attempt) are labelled as a Social Engineering goal instead of pointing you at the evidence board.
Note: a few other reports were verified as working as designed (for example, the burst pacing of certain messages)
| Depot | New manifest | Previous manifest |
|---|---|---|
| 3402662 | 891399818375168633 | 4671487232206351693 |