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Releases: Orinks/Freight-Fate

Developer snapshot 2026-06-15

15 Jun 01:41

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Pre-release

Automated developer snapshot of the main branch, for players who want the newest features before the next stable release. Expect rough edges; your save files stay compatible whenever possible, but back them up first.

Changes since the previous snapshot

  • feat(saves): add explicit career chooser
  • Fix menu help and weather settings bugs

Developer snapshot 2026-06-13

13 Jun 01:35

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Pre-release

Automated developer snapshot of the main branch, for players who want the newest features before the next stable release. Expect rough edges; your save files stay compatible whenever possible, but back them up first.

Changes since the previous snapshot

  • Updater: ship certifi for TLS everywhere, speak the real network error
  • Hazards: speed-aware reaction windows that physics can actually beat

Developer snapshot 2026-06-12

12 Jun 01:38

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Pre-release

Automated developer snapshot of the main branch, for players who want the newest features before the next stable release. Expect rough edges; your save files stay compatible whenever possible, but back them up first.

Changes since the previous snapshot

  • README: add uv's official install one-liners
  • Updater: copy new root directories, make save preservation explicit
  • README: document downloads, source prerequisites, and standalone builds
  • Add in-game auto-updater with stable and dev channels
  • Add macOS release builds
  • Fix Linux-only test failure: frozen game_root test used a Windows path
  • Point nightly builds at dev; fix the lint error blocking CI
  • Correct leg terrain against real US geography
  • Highway exits, cruise control, regional hazards, realistic deadlines
  • Bug hunt: stall soft-lock, SAPI event voice, clock fixes, emergency brake
  • Make saves portable: store everything in the game directory

Freight Fate v1.5.0

10 Jun 22:27

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"On the Clock": hours of service, fatigue, day and night, and overnight
parking. Everything runs on the in-game clock (settings.time_scale
compresses it as usual), never wall time.

Added

  • Hours of service. Simplified FMCSA rules per shift: 11 hours of
    driving inside a 14-hour duty window, a 30-minute break required after
    8 hours at the wheel, and a 10-hour sleep to reset. Spoken warnings at
    2 hours, 1 hour, and 30 minutes before each limit (each fires once),
    and at the violation itself. The C key now reports the clock time and
    HOS status alongside the deadline; Tab includes it at normal and chatty
    verbosity. Driving past a limit risks roadside inspections with
    escalating fines (200 to 2,000 dollars) and reputation hits — never a
    game over. A new Settings entry, "Hours of service", picks realistic,
    relaxed (every limit 25 percent longer), or off.
  • Rest stop menu. Pressing T at a rest stop now opens a fully spoken
    menu: refuel (as before), take a 30-minute break, or sleep 10 hours.
    Resting advances the in-game clock, so the delivery deadline keeps
    counting — that is the tension.
  • Fatigue. Builds with continuous driving (faster at night), eases
    with breaks, and clears with sleep. A drowsy driver yawns, drifts onto
    the rumble strip, hears spoken drowsiness warnings, and reacts late to
    hazards (the reaction window shrinks up to 40 percent). Deterministic
    under the trip seed.
  • Day/night cycle. Dawn, day, dusk, and night derived from the career
    clock (new careers still start at 6 AM). Nights bring sparser traffic
    zones, a higher hazard chance, a cricket-and-air night ambience layer,
    and the previously unused "Night Haul" track while driving. V, Tab, and
    C mention the time of day, and arrivals speak the clock ("It is 11 PM").
  • Overnight truck parking. Arriving at a rest stop between 8 PM and
    4 AM, the lot may be full — more likely as the evening wears on,
    deterministic per trip seed. A spoken menu offers driving on to the next
    stop or shoulder parking: a full HOS reset but poor rest (fatigue floor
    of 30) and a 15 percent chance of a 150-dollar ticket.
  • New manual page "Hours and rest"; F1 help on all new menus.
  • New procedural sounds: ambient/night and driver/yawn
    (regenerate with tools/generate_audio.py).

Fixed

  • Speech backend selection. Prism's registry ranks NVDA above every
    other backend whether or not NVDA is running, so on machines without it
    the game bound to a dead NVDA connection and stayed silent. The backend
    choice is now validated against actual runtime support and falls down
    the priority list (JAWS, One Core, SAPI, Speech Dispatcher, ...) to the
    best backend that can really speak. A new
    FREIGHT_FATE_SPEECH_BACKEND=<name> environment variable forces a
    specific backend for troubleshooting.

Compatibility

  • Save format version is now 3. Old v2 profiles and pre-1.5 mid-trip
    snapshots load cleanly, defaulting to a fresh HOS clock and a rested
    driver.

Developer snapshot 2026-06-11

11 Jun 01:36

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Pre-release

Automated developer snapshot of the main branch, for players who want the newest features before the next stable release. Expect rough edges; your save files stay compatible whenever possible, but back them up first.

Changes since the previous snapshot

  • Fix speech binding to NVDA when it is not running
  • Add automated build and release workflow
  • Add hours of service, fatigue, day/night, and overnight parking (1.5.0)
  • Add home terminal picker, regional job arc, and 59-city interstate map (1.4.0)
  • Add mid-trip save and resume (1.2.1)
  • Fix BASS one-shots and fade-outs being cut off by garbage collection
  • Fix BASS file loading on Linux and a flaky job-board smoke test
  • Freight Fate 1.2.0: BASS audio backend, truck upgrades, freight market
  • ci: pin setup-uv to v8.2.0 (no floating v8 major tag exists)
  • ci: update actions to current majors (checkout v6, upload-artifact v7, setup-uv v8)