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Major update · published by the developer

Toiletocalypse TheDump Update LIVE NOW!

On Steam

Scenarios. First up: The Dump

Toiletocalypse gets a new game mode. Piecework shifts stay, and next to them come Scenarios: one big job, its own save, and you play until it's done. The first scenario is the county dump. On top of that: a new tutorial, Mr Shitty commenting on everything live, new lighting with shadows, a whole new interface look, rebindable controls and a Casual mode.

In short

  • New Scenarios mode, first up: The Dump. A court sentence, a mountain of trash, a crew, machines and one porta-potty (to start with).

  • Mr Shitty comments live and tells you what to do about it.

  • Brand new tutorial: a goal on screen, an arrow and a task after every board.

  • Casual mode for those who'd rather take it easy.

  • New lighting with shadows and a whole new interface look.

  • Rebindable controls on keyboard, mouse and gamepad.

  • Piecework shifts reworked: you build furniture and walls by hand, a reward for every shift, a starter kit and a gut that pushes harder.

  • Throwing items, a new phone shop, jammed doors with a lockpick and dozens of smaller changes.

New mode: Scenarios. The Dump

How you ended up here

Mr Shitty told you on every job: clean up after yourself. Instead you clogged the toilet, flooded the whole flat and went home. The owner came back and had a heart attack on the doorstep. The court went easy on you: a hundred hours of community service and a $2,500 fine. But during a court recess you took a shit on the judge's gavel block. New sentence: clean up the entire county dump. Down to the last kilogram. The county pays per kilo and the scrapyard pays for materials. In the end every penny goes to the county, but until then you spend it on gear, machines and people. At the start Mr Shitty mentions you can call your brother-in-law and his buddies, and the county will send a security guard for the night-time scrap thieves.

What you do

  • Dig into a mountain of trash, handful by handful. The mountain really shrinks and the kilogram counter keeps dropping. The pile has three sections, and the county inspector opens the next one only once you've dug the last one down to zero.

  • You start bare-handed with zero in the bank. A bucket, a bag, a shovel and something even better are ordered from the computer in the cabin and arrive by courier in a box. You carry the box in both hands and open it on the ground, or unpack it straight into a cupboard. A box takes 20 items, further orders wait in line, and the parcel shelf holds your stock.

  • Haul it in a bag, later with a wheelbarrow. The bag can be upgraded twice: it holds more and weighs you down less. If you have the cash, you can buy a shopping cart right away. You can toss a handful or a full bag into the wheelbarrow from a few steps away, and when the bag is half a shovel or less from full, the last scoop goes twice as fast. Digging wears you out, and coffee and sleep get you back on your feet.

  • Swap the shovel and the bag with one button: grab the shovel and the bag drops next to you, and the other way round. Junk lying around the yard goes straight into a bag or a bucket, a kilogram per piece. The shovel or the vacuum sends a can or a bottle off the ground straight into a bag, a wheelbarrow or onto the belt, and junk in your hand goes into the wheelbarrow or the cart like into a bin. Finds from the heap and Mr Shitty's collection are left alone.

  • The computer is a proper shop: tabs for goods and upgrades, categories, a card for the selected item and a cart. In upgrades the shovel at its last level throws 35 kg per scoop, and the vacuum can be upgraded twice: first it sucks faster, then 15 kg at a time. Once the first section is signed off, a wholesale corner opens (six-packs, a carton of smokes, a crate of beer) along with a loyalty card with a discount. Six-packs, crates and cartons stand on the floor like your tools and you grab one at a time, and your free hand pulls a pack of smokes out of a carton you're holding. The health inspector drops by too, though, and food prices can jump.

  • The game tells you what's next in stages: from the bucket and the first furnace, through the sorting yard and the crew, to machines and heavy gear. The nearest goal is always on screen, and every 10% of the pile you process, the county sends a reward package.

  • Burn it in the furnace or sort it: paper, plastic, metal, glass and aluminium go into containers. Paper, plastic and glass pay right away for every full container. Metal and aluminium go onto pallets and pay half at a half-full pallet and the rest at pickup, because scrap thieves go after them. The buyer comes every day at 6:00 and takes whatever sits on the pallets. A full pallet waits until morning and won't take anything more. Mixed waste has its own container, and a feeder at the table drops it into the chute for you. Deeper in the heap the furnace pays less and sorted material pays more, and the table shows what a kilogram is worth there and in the furnace.

  • Upgrade everything in the yard. Every machine has its own levels, and new ones go into marked spots. Pallets are upgraded on the computer, all at once: they hold more, and at the last level the buyer takes full ones right away instead of waiting for morning. Better buyer rates are a separate upgrade. Extra pallets and containers can be bought on the yellow spots once the machine that fills them is in place. On top of that: a lamp over the sorting table for the night, a wheelbarrow brake, paper in the porta-potty kit, and a strong furnace warms the yard and the pot in the cabin.

  • Stuck in the trash? The pause menu has Reset position, in vehicles too. And if you build or buy something right where you're standing, your character slides out to a free spot on its own.

  • Something really heavy waits at the end. You'll see.

Your body still rules

  • Your toilet is a porta-potty, one to start with. You can buy more and put them up on the yard. When it's full, you pay to have it emptied. Or you deal with it yourself, bare-handed. And the trash pile keeps moving further away from it.

  • Stink. Digging through trash smells, and it shows: the worse you smell, the greener you get, waves and fumes rise over you, and in the end a green haze hangs around your feet. Stepping in shit or puke adds to it. Skip washing long enough and you attract flies, the county inspector writes it up, and the crew comments and keeps their distance. At three bars they jump away from you and only get back to work after a moment. A full bar makes you sick. The cabin has a shower, and soap on the shelf washes off all the stink and makes washing quicker.

  • Day and night. You sleep at night to get your strength back. You start with a mattress, a proper bed comes later. Don't go to bed with a full bladder. Wake up well rested and you work 20% faster, the morning summary will remind you.

  • A beer after work? Go ahead. Just have three after 8 PM and your head splits in the morning.

  • Coffee really kicks in: it speeds up digging too, and good effects last twice as long here as on a shift.

  • Mess never goes away on its own. Mop it on concrete, bury it on dirt with whatever you're holding. A shovel is quick and leaves a neat mound. Bare hands take twice as long, leave a lumpy mound, dirty hands to wash and a worse stink (unless you wear gloves). The vacuum is fastest: you suck up the shit or puke and nothing is left. A mess on the yard only stinks up close and doesn't get through the cabin walls.

  • Hitting zero sanity doesn't end the game. You wake up in the cabin, your haul is gone and the pile gets a fresh delivery. Every find and every row of the pile you dig out lifts your mood a little.

The world is alive

  • Weather, trash fires, uninvited guests from the sky and from the ground.

  • County inspections show up almost unannounced. If Shitty hears something in the morning, you get a moment to tidy the yard, and a surprise one gives you a few seconds. They count loose junk, mess, stink and a few more things, you included, and the court likes to add bans of its own. While a ban is on, the inspection comes for sure. Every now and then Mr Shitty reminds you to keep the place tidy.

  • The crew. Your brother-in-law, Stan, Kev from the estate and a security guard for the night-time scrap thieves. Each has his own job, his own lines and his own needs: no coffee, beer or energy drink in the cupboard and they work at half speed, and after eating they leave the canteen a mess. On the job they really work: they bend down, dig, sort and pick things up. Who does what is set on the rota by the cabin.

  • Your brother-in-law will lend you cash. But pay it back too slowly and he'll come eat from your cupboard.

  • Five hundred bucks gets you a dock for Andy the robot, who cleans the yard while you sleep. In the morning the summary shows what he picked up and where it went: the furnace, the sorting table, the cupboard, or sold and for how much.

  • Next to the porta-potty stand vending machines: quick drinks and a mystery machine, which is a proper lottery.

  • The porta-potty can lock itself. You find out when you yank the door, ideally with your pants full. You open it with a screwdriver, and the harder you need to go, the more your hand shakes. Meanwhile the crew bangs on the door and waits. Buy a pocket knife in the computer and it goes faster.

  • A sorting yard, belts running underground, a press and furnaces. Machines don't sleep, they keep working at night.

  • There's a radio in the cabin.

  • If you sleep, nobody's watching. Scrap thieves know that. Lamps don't scare them, they smash them with rocks, so there's fixing to do in the morning. The first time they come, the camera shows them on the yard, and Mr Shitty pauses the game to explain how to get rid of them.

  • At night the scrap thieves and your crew carry flashlights, so you can see who's walking around the yard.

  • The ground keeps tracks: your boots and the crew's, the wheelbarrow's wheel, the cart's four wheels, the loader's tyres and Andy's little wheels. The loader and Andy kick up dust. In the rain tracks get deeper and the ground gets spotted wet. Everything wears off after a while.

  • Mr Shitty comments on everything live and gives tips the first time you see something new.

  • The pile hides machine blueprints and weird things for Mr Shitty's collection.

  • What you find in the pile and at the table doesn't depend on what you've unlocked in piecework shifts. The Dump has its own pool.

Saving and beyond

  • The scenario saves itself every 10 minutes, at dawn and when you quit. Shit, puke, mess and things dropped on the ground stay in the save, so quitting before an inspection won't clean anything up.

  • Serve your full sentence and you unlock Repeat Offender: a bigger pile, less cash per kilo and a modifier of your choice. You pick the level yourself, like difficulty in shifts. Machine blueprints, your own upgrades, the bed and the wheelbarrow brake carry over.

  • Weird things dug up at the dump go into a new Collection tab in the encyclopedia, and once you finish the scenario they show up in regular shifts too.

  • Whoever digs all the way to the bottom takes something shiny back to regular shifts.

What's new in piecework shifts

Piecework shifts got as much love as The Dump. Less standing around watching a bar fill up, more hands-on work, and your gut pushes harder than ever. Every shift gives you something, and every shift looks a bit different.

Hands-on work, not waiting

  • You build the furniture yourself. Lay the parts in the right order and drive the screws by hitting the green zone. Mess up the order or strip the threads and it's a botch job, the client pays half.

  • Sand it or get splinters. Before assembly you either sand the boards or skip it, and the client docks your pay for splinters.

  • A saw at the factory. Put the raw boards on the saw. It cuts on its own while you do something else.

  • Walls go up with a spirit level. First you mix the mortar, then for every row you catch the bubble in the middle. A crooked wall, mortar made with dirty water, or mortar that went cold while you ran to the toilet, and it's a botch job again.

  • Jammed doors. Pick the lock by hunting for the pin. Buy a pocket knife on the phone and it goes faster.

Every shift is different

  • Only part of the work waits for you at the start, picked at random. A few spots on a short shift, almost everything on a long one.

  • Jobs get mixed up. The apartment throws in furniture to build, and the factory mixes cleaning and mopping in between the furniture.

  • Your gut doesn't let up. It pushes harder, most of all on short shifts. You show up already needing to go a little, and how fast you get thirsty and need to go keeps changing, so you can't time your toilet runs to the second.

  • Events come with the game. The first shift is calm. After that, every Roguelike level adds its own, and in TOILETOCALYPSE a new random one drops every two shifts you survive. The shift select screen shows what's waiting for you.

A reward for every shift

  • No more spending points. A shift survived in TOILETOCALYPSE gives you 3 random unlocks, in Roguelike you pick cards for free. Even a lost shift gives you something if you made it halfway.

  • A starter kit. A new game starts with a cup, a kettle, toilet paper, a newspaper, coffee or tea and three pieces of junk. The rest comes as rewards.

  • Items only give what you've unlocked. Coffee won't speed up your work until you've unlocked the work boost. Meds always work.

  • Records. Your best and last score for every mode and shift length, with "NEW RECORD!" at the end.

  • Progress reset now lives on the shift select screen and only wipes shifts.

Mr Shitty is watching your hands

  • He comments on everything live: shitting yourself, a clogged toilet, a crooked wall, botched furniture, a jammed lock. And he tells you what to do when things go wrong.

Full list of changes below.

Added in piecework shifts

Mr Shitty

  • Mr Shitty comments live. He pops up in the top right corner when you shit yourself, clog or unclog the toilet, puke next to the bucket, step in a mess, drink toilet water, pour out water, wash a cup or win a QTE. He also has opinions on your furniture (botched, full of splinters or straight out of a catalog), on the saw, on mortar that set in the bucket, and on every jammed lock, the porta-potty included. He comments on new buffs and debuffs, on getting rid of a debuff, and on streaks: your third coffee in a row, the fifth piece of trash in a minute, three QTE wins in a row. He has his own faces and sounds. No gameplay effect, he just laughs at you. In the options you set how often he talks: every 30, 60 or 90 seconds, or never.

  • Mr Shitty's tips. He tells you what happened and what to do about it. About to puke? He sends you to a toilet or a bucket. Something slipped out of your hands? He tells you why: slippery hands, or dirty ones that need washing. Tips show even with comments off, and several at once stack one under another.

Tutorial

  • Brand new tutorial. At the start Mr Shitty explains what the game is about, what the three bars mean and what happens when you run low on water or your sanity drops. Your goal is always at the top of the screen, a yellow arrow shows where to go, and every unread board has Shitty with an exclamation mark over it. After each board there's one thing to do right away: drink something, finish a job, sit on the toilet, buy something, fix the fuses. There's also a puking lesson: where nausea comes from, what the green frame means and how to make it to a toilet, sink or bucket. You turn the boards with a key or a click.

Hands and items

  • Throwing items. Hold the drop button, the bar builds up, let go and the item flies ahead. Let go right after the drop bar (the white bar) and it lands at your feet. Dropping now happens when you let go of the button, not the moment the bar fills. A parcel, a ladder and building materials only fly a short way and stand where they land.

  • Item pictures by your hands. At the bottom of the screen, right hand at the right edge, left hand at the left. A picked-up item flies in there from wherever you took it, and a dropped one falls out of your character onto the floor. Trash thrown into the bin flies into it from your hands.

  • Delivery boxes. Pick one up with both hands and set it down wherever you like. Above the box you see the order number and what's inside. Open it on the ground and the items pop out to the sides, or hold it, open a cupboard and unpack straight onto the shelves, with the expiry dates from the delivery. Tools too. Whatever doesn't fit stays in the box. When a delivery arrives, the phone buzzes on the furniture and the gamepad gives a short rumble.

  • The newspaper, paper towel and notebook page work from your hand, not just on the toilet. The newspaper and the page lift your mood, the paper towel wipes dirty hands. Your call: wipe your ass with it or use it now. A read newspaper stays in your hand and still works on the toilet.

  • Mineral water in the shop. The best water in the game, for 14.

  • New phone upgrades, two levels each. Water filter: tap water no longer hurts your stomach, and at level two it doesn't raise your urge either. Thermos: a drink in your hands or pockets cools two, then three times slower. Kettle heater: the kettle boils one and a half, then two times faster. Power flush: the toilet clogs less often.

  • New states from drinks. Plain water finally gets boring: from the third sip of plain water in a row you get "Sick of water", water gives less and your sanity slowly drops until you drink something else. Jawbreaker gives "Wired": more points and faster legs for a minute and a half, then the tiredness hits.

The shift and how it ends

  • New event: a jammed door. You won't see it until you yank the handle. Then out comes the lockpick: turn it with the mouse or the right stick and hunt for the pin. The closer you are, the warmer the lock's rim and the faster the ticking. Pry, and every miss bends the pick until it snaps. Three pins and the door gives way. The harder you need to go, the more your hand shakes. Buy a pocket knife in the phone and one pin is enough.

  • New QTE type: one button, mash it as hard as you can. Any other button from the set is a miss.

  • QTE mode in the Controls options: mash or hold. With hold you keep the key down instead of mashing. A bit slower, but easier on your fingers.

  • The job task list is always on screen, on the left. It shows six entries, the job in progress jumps to the top and the title counts what's done, so thirty walls no longer run off the screen. Tab or D-pad up picks the next goal and points an arrow at it. Hold it to open the goals menu: mark several and each gets an arrow in its own colour.

  • The fail screen tells you what killed you: one line with the cause and a graph of sanity, water and urge over the whole shift.

  • Shitting yourself is a scene: the camera zooms in, the game slows down for a moment and a sad trombone plays. When you puke, the camera zooms in a little too.

  • With Steam: shitting yourself and other moments like that get markers on the game recording timeline, so making a clip is one click.

  • Points at the end of a shift count up on screen with sound.

Casual mode

  • Casual mode for runs, picked on the shift length screen next to the difficulty level. Water drops twice as slow and every drink fills it to the top. Urge and sanity move 40% slower, and a cigarette, an adult mag or a newspaper fills sanity to the top. You always get 10 seconds before you shit yourself and twice as much time to make it with the puke. Bad events come 40% less often, debuffs last 35% shorter and things slip out of your hands half as often. A Casual run gives half the points and doesn't raise your difficulty record.

Look and feel

  • New lighting with real shadows. Walls and furniture cast shadows from bulbs, windows and the light around your character. Light stays in its room instead of leaking through walls. The light around your character at night reaches much further and lights up the whole character, and a switched-on electric stove gives off light.

  • Gamepad vibration. Shitting yourself, puking, a burnt-out bulb and a lost QTE shake the pad. Turn it off in the Controls options.

  • A livelier interface. Cash counts up to the new amount, green going up and red going down, and bigger earnings clink like a coin. The water, sanity and urge bars show in white for a moment how much you lost on a big drop. Hands and pockets are animated: items fly between hand and pocket, the hand frame slides in from the screen edge, and with full hands both frames shake red. Combining on L1 has its own animation, the cup tilts when you drink, steam rises over a hot drink and fades as it cools, and a new buff icon pops in with a bounce. Timed events get a bar on their icon showing what's left and blink near the end, like buffs.

  • Flies buzz over poop on the floor, sprinting kicks up dust, and water drips in the shower.

  • Every kind of water has its own picture in the encyclopedia.

  • A second track in the main menu. The game picks one at random.

Changed

Maps

  • Every shift looks different. At the start only part of the work is waiting, picked at random and based on shift length: a few spots on a short shift, almost all of them on a long one. On the construction site the walls you are not building this time are already standing.

  • Jobs mix up. In the apartment you get furniture to assemble more often, and in the factory cleaning and mopping show up between the furniture.

  • Assembling furniture is work, not waiting. First you put the parts on in order, each under a different button. Get the order wrong and the thing wobbles. Then you drive in the screws by hitting the green zone, and the harder you need to go, the narrower it gets. Strip two threads and it's a botched job, the client pays half. A screwdriver widens the zone, a cordless drill does every screw in one shot.

  • Sand it or splinters. Before assembly you decide: sand it (a bit of tapping) or skip it and the client docks your pay for splinters.

  • A saw in the factory. Boxes in the factory give raw boards. Put them on the saw, it cuts on its own while you do something else, then take the finished kit to the workstation.

  • Your gut doesn't let up. Shifts push harder, short ones the most, and the longer the shift, the more time you get. You show up to work already needing to go a little. Every sip adds a different amount, and how fast you get thirsty and need to go changes along the way: there are calm stretches and stretches where your gut acts up. You can't time your toilet runs to the second anymore.

  • Walls are actual work now, not waiting. They also need a bucket of water. First you mix the mortar by hitting two buttons in turns, then you lay rows with a spirit level: stop the bubble in the middle for each one. Two crooked rows and it's a botch job, the client pays half. Walk away from the wall with mortar for a few seconds and it goes cold, also a botch job. Leave it for two and a half minutes and it sets in the bucket, cement wasted. Mortar mixed with dirty water is a botch job too. After the wall the bucket comes back dirty.

Events and unlocks

  • Events come with play, not from cards. Your first shift is quiet. In Roguelike each difficulty level adds its own: level 1 the power outage, level 2 turbo diarrhea and found money, then no water, slippery hands with good luck, dead phone, the telemarketer, bad luck, and at level 8 jammed doors. In TOILETOCALYPSE mode your first survived shift brings the power outage, then every two survived shifts add a random event, so everyone gets their own order. A new event shows up as a red card in your reward. If you played before, you keep your events. The shift selection screen shows which events are waiting for you and what comes next.

  • A reward for every shift instead of spending points. Points are now just your score. A survived shift in TOILETOCALYPSE gives 3 random unlocks, in Roguelike you pick cards like before, only for free. A lost shift gives 1 random thing if you made it halfway or finished at least one job. Junk now only comes as a bonus on top of the reward, never instead of it. The longer the shift and the higher the level, the more often you get something rare. You collect the reward right after returning to the menu.

  • Starting kit. A new game opens with cards showing what you have: a cup, the kettle, toilet paper, a newspaper, descaler, coffee or tea (random) and three random pieces of junk. Cola, spices, energy drinks, wet wipes and adult mags are now rewards for shifts. If you already played, you keep everything you had.

  • Items only give unlocked effects. Coffee, food, drinks and crafted stuff only apply the buffs and debuffs you've already unlocked. Meds always work. Coffee without the work speed boost unlocked still gives you stamina and sends you to the toilet, but won't speed up your work. Exhaustion, the empty stomach after the toilet and disgust after using your finger work as before. The dump is unchanged.

  • The UNLOCK button is gone from the menu. Any points left in your bank turn into unlocks at the old price the first time you launch the game, rounded up in your favor.

  • Unlocked light bulbs tell you right away that from now on they will burn out.

  • Records. The game remembers your best and last score separately for each mode, shift length and Casual. Your record shows on the shift length tile, and after a shift you get "NEW RECORD!" or how far short you fell. Just for you, nothing goes online.

  • Progress reset moved from the options to the top right corner of the shift selection screen. First you see what will be deleted, then you have to hold the button. It only wipes runs: unlocks, records and difficulty. The Dump, Discovery and settings stay. After a reset you start at level 1, with events from your first shift.

Look and interface

  • A whole new interface look: dark slate panels with pixel frames instead of black boxes, bars in new frames, cabinets with gaps between slots and a yellow selection, the work panel and mini game in the same style, framed prompts next to items and machines, and the glow at the screen edges is smooth instead of banded.

  • New top bar: cash, timer and points in one panel in the middle, with the work bar right below. Buff icons start at the very top on the left, events on the right below Shitty.

  • A new main menu: an even column of buttons under the logo, cash and unlock panels in the style of the rest of the interface, and the whole layout looks the same on every screen, from the Steam Deck to a 4K TV and an ultrawide monitor. Until the menu can be used, the buttons are grey. Unlocks, the encyclopedia, shift length selection and the pause menu share the same look.

  • The gamepad Back and Accept button icons at the bottom of the menu and on the end of shift screen are twice as big.

  • New options: each section in one panel, sliders with a bar, toggles with their state shown next to them.

  • Start screen: you pick the language from cards, the 18+ switch can be clicked, and a progress bar runs under the loading text.

  • Encyclopedia: entries as cards with the name in the header, a big icon and recipes on separate tiles.

  • The work panel at a workstation: the job name in a header, a thicker progress bar, hints as two cards side by side and bigger text, readable on the Steam Deck too.

  • A new phone shop. Two tabs, Shop and Upgrades. The shop has categories (Hygiene, Food & drink, Pharmacy, Tools, Kitchen, Extras), a card for the selected item with its description and effect, and a cart with delivery and total below it. Upgrades come in groups, with level dots and a description of what each level gives. While the shop is open, the rest of the interface hides. On PC the shop is built for the mouse (a close cross in the corner, "−" and "+" buttons, Esc closes), on gamepad RT and LT change the amount, A places the order and buys upgrades, and B closes.

  • One prompt at a time. With several things next to each other, the prompt and the button work for the closest one, and holding the button picks up the closest item. The toilet and doors stay as they were, so nothing blocks sitting down or walking through.

  • The pickup prompt shows the item's name with "Take in right hand" and "Take in left hand" below it. With full hands only the text stays.

  • The action charge bar (picking up, drinking, dropping) hangs above your character's head, and prompts next to items move up above it instead of overlapping.

  • The countdown to shitting yourself is always on top, above the bin and work menus and the prompts.

  • Messages like "Can't use this" only pop up when you hold the button. A normal click next to something no longer floods the screen with refusals.

  • Next to each pocket you see its key and what it will do: stash, take out or swap. When you hold something that doesn't fit, the pocket shows a red cross right away.

  • The toilet, wiping, tap and kettle menus work with the mouse.

  • In pause, the gamepad shows a hint: A confirms, B goes back to the game.

  • A working light bulb no longer has a picture, you only see its light. A burnt-out one has its own look.

Controls

  • Rebindable controls: Options, Controls. A key already used by another action swaps places with it, and "Restore defaults" puts everything back. Playing with a gamepad, the same list shows its buttons and you can swap them too: face buttons, L1, R1, L2 and R2.

  • Gamepad: sprint is on A (Cross on PlayStation) instead of clicking the left stick. Pockets are on D-pad left and right, and you walk with the left stick.

  • Just moving the mouse no longer switches the icons from gamepad to keyboard, a key press or a click does. On Steam Deck and Legion, touching the touchpad no longer swaps the icons.

  • Combining items on L1 starts when you hold the button, not on a single press. A quick press at the tap, toilet or kettle only opens their menu.

  • Faster hands. Putting an item down takes 0.35 seconds instead of a full second, picking up from the floor is almost twice as fast, and moving things in and out of pockets is three times faster.

  • You can't pick up items from the floor while working, in a QTE, on the toilet, drinking or combining.

Toilet, puke and mess

  • The toilet starts with a used roll on the holder. It's good for one or two dumps, and you can check how much is left in the toilet menu.

  • No water doesn't cut off right away. There's a bit left in the pipes: every tap gives one more fill of a cup or jar. The water is murky, but it's there.

  • Wiping has its own bar. It takes one to four seconds depending on how rough the dump was, and your character stays on the toilet until done.

  • Sitting on a toilet with no paper but a roll or a newspaper in your hand: the wiping menu offers paper or the substitute. It goes into the toilet and you wipe with it right away, instead of using your finger.

  • Puking into a toilet, sink or bucket takes a moment: your character stands over it while a bar fills above. One press is enough, and once you start you won't hit the floor, even if the green frame runs out.

  • Shit and puke stink up close, not across the whole flat. They eat your sanity only when you're next to them and there's no wall or closed door in between. Stink waves rise over a mess, and if you stand next to it for more than a few seconds you get sick. Shit stinks worse than puke, the nose upgrade from the phone buys you more time, and drunk you smell nothing. Leaving the mess still costs you points at the end of the shift.

  • Cleaning up a mess now has an animation.

Items, prices and balance

  • Toilet paper isn't made of rubber anymore. A roll lasts 3 to 4 shits. The bigger the urge, the more paper you use, diarrhea eats one and a half times as much and turbo diarrhea twice as much. After tea or an anti-diarrhea pill it lasts longer. If the roll runs out halfway, your ass isn't quite clean: it burns, and your hands may get dirty.

  • Bought drinks have their own water. Cola gives 40, beer 25, and Jawbreaker 20 and no longer dehydrates you.

  • New shop prices: bottled water 5 (was 8), cola 10 (was 12), beer 8 (was 10), Jawbreaker 20 (was 18), coffee 15 (was 12), chicory coffee 6 (was 9), digestive herbs 10 (was 15), adult mag 12 (was 8), wet wipes 12 (was 14).

  • You can make coffee with cold tap water too. It kicks weaker, hits your bowels right away and sometimes bloats you. Tea that went cold gives half the water and sanity.

  • Beer pays off. Two beers still get you wasted, but work slows down less, and bad states (dirty hands, dirty ass and the rest) stop eating your sanity until you sober up.

  • Cocoa bloats you less often and lifts your mood, wet wipes soothe an irritated ass, and chicory coffee no longer ruins your mood.

  • The adult mag gives 1.5 to 2 times more sanity. The positive adult mag is no longer available from the start, you begin with the random one only.

  • Apartment cabinets hold at most one adult mag, one energy drink and one pack of wet wipes, instead of several kinds at once. There are at most two cans lying around.

  • Junk in cabinets is now counted separately: one to four per apartment, each one different, and it doesn't take space from useful stuff.

  • The "Regular customer" upgrade is now "Express delivery" with four levels: the package arrives 1.5, 2, 2.5 and 3 times faster. Before, you could keep buying it forever, and from level five on it did nothing.

  • Drywall, beams and cement can only be ordered by phone on the map where you build walls. On other maps they were useless.

  • Wall materials almost half the price: drywall 4 (was 8), beam 3 (was 5), cement 4 (was 6). A full set for one wall costs 18 instead of 32, so a wall built from bought material finally pays. Material the client leaves on site is still free.

  • A burnt kettle stays on its base instead of dropping to the floor. Take it off with an empty hand and throw it away.

  • Text pass: typos fixed, fewer repeated jokes, and empty packaging descriptions without a tacked-on "Bin it". Event names in normal case, no more all caps.

Fixed

  • On losing a run, two texts popped up over your character at once and overlapped. Now it's one: "GAME OVER" with your character's outburst below it.

  • On the language, mode and difficulty screens the gamepad hint said to confirm with the right trigger, but the game confirms with A / Cross.

  • Encyclopedia tabs on gamepad switched with L2 and R2, even though the icons showed L1 and R1.

  • The apartment type name and description at the start of a shift showed in Polish even with another language selected.

  • The "Discovered" counter in the encyclopedia Water tab stayed at zero.

  • A phone order could arrive during pause. During pause, events kept rolling and running out, and new jobs kept showing up on the map. Now everything stops in pause.

  • With increased urge, a toilet visit sometimes took half a second. It's now 80% shorter, as intended.

  • A bottle of water from the shop or a cabinet didn't hydrate at all. It's now cold boiled water.

  • Beer, bottled water and stomach meds could never be unlocked, so they were missing from the shop even at full unlock.

  • The brown bottle of water is no longer sold in the shop. Bought, it didn't hydrate.

  • After putting paper or a substitute in the toilet, it said "Add paper". It now says "Paper added" and "Substitute added".

  • Time stood still in your pockets: a hot drink never cooled and instant noodles never cooked. Pockets now work like your hands.

  • Cement, drywall, a beam or a ladder thrown in the bin stayed in your other hand, which gave a second point or free material.

  • The mop, broom, dustpan and buckets could be thrown in the bin. They aren't sold in the shop, so mopping and sweeping couldn't be finished for the rest of the shift.

  • Cabinets with ten slots showed only eight. The last two were invisible, and something important could be sitting there, like the kettle. Cabinets now come in even sizes from 2 to 16 slots, and a cabinet facing you has the size its drawing shows.

  • Two cups could roll at the start of a shift.

  • A table and chair that stand in the flat from the start could be walked through at the start of a shift until you moved further away.

  • The highlight on a stove with a pot, or a stove that was on, showed only the bare stove. It now matches what you see, pot included.

  • Your character's face vanished for one frame when starting an action.

  • Your character jerked and snagged on furniture when starting to use an item while running.

  • The button you use to close a menu or pick an option triggered your character's action right away, like dropping from a hand or a pocket, or combining.

  • Light bulbs burnt out before you could replace them: new bulbs weren't in the shop yet, or there was no ladder on the map. Now a bulb only burns out once you've unlocked bulbs and there's a ladder on the map or in your hands.

  • An empty work bar kept taking points even when there was no job you could start. Now the penalty waits until a job shows up. A wall with missing material only counts as a job while that material is still lying on the map or you have the cash to buy it.

Per-depot manifest changes

Depot changes

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