Items no longer vanish into the floor. V1.0.6's new outside ground plane sat just under the shop floorboards and caught any item that tunnelled through — above the depth where the 30-second rescue sweep looks. The ground now ignores items entirely (players still walk on it), so anything that slips through falls to the rescue line and teleports back to its home spot within 30 seconds. On top of that, continuous collision detection is enabled on all 12,792 items, so hard throws should no longer tunnel in the first place.
Launch failure on older graphics cards. Since release, the shipped renderer offered only Shader Model 6 on DirectX 12. A GPU that could start DX12 but not SM6 (many GTX-class cards and older drivers) found no usable shaders and died on boot — and never fell back to DX11 because DX12 had technically initialised. SM5 is now shipped under DX12 as well, so those machines boot with Lumen off (matching the Low preset).
Performance:
First-boot auto-detect. On a fresh install (no save), the game benchmarks the machine and picks a quality preset: strong machines get their measured level; anything measuring below High is floored to Low (the only Deck-proven setting). Steam Deck should stop defaulting to an unplayable High.
Loading screen + cleanup between shifts. NEW GAME / NEXT SHIFT / quit-to-menu now show an ink loading screen, release world references, and force a garbage-collect before the level reload — smoothing the reload spike suspected in low-spec NEW GAME crashes.
Settings:
Resolution dropdown in Graphics: 1280×720, 1280×800 (Deck), 1366×768, 1600×900, 1920×1080, 2560×1440, 3840×2160. Detects and pre-selects the current resolution.
APPLY button (replaces BACK): applies and writes settings to disk immediately — including into the game save so they survive quitting from the boot menu — and confirms with "SAVED". ESC (or controller B) still closes.
The settings panel scrolls when its content doesn't fit; the scrollbar appears only when needed. On controller, LB/RB scroll the panel.
Controller
Full pad layout: A jump, B crouch (new), LT throw (moved from B), X take/place, LB/RB cycle held items, D-pad abilities, Y held-list expand (new), Select catalogue (new), Start pause, R3 also crouches. Key chips in Settings → Controls show both keyboard and pad bindings.
Content/UX:
1-item-per-extra-segment cap removed — spreading a drug across extra shelves now claims at full capacity. Labels show a SEGS chip (honey under / mint at / coral over target).
Aim overlay label matches the shelf label exactly, and shows a name-only chip for items.
Carry tiers 5 and 6 (14 and 16 items, £1200/£1500) at the upgrade PC.
Held-item menu is a carousel window (4 collapsed / 10 expanded, N or Y toggles) with a "+ X more" overflow row.
Teleport ability always lands you at the shelf front, never inside the aisle behind.
Shop lighting dimmed another step (round 3), and the fridge/chiller glow lights cut from 1200 to 500 cd so nearby labels are readable again.
Known issues / deferred:
Item held in hand at save time still reverts to its authored position on load.
1280×800 small-font pass (Deck legibility) deferred to the next patch.