v1.2-1
Changelog — v1.2-1 (bugfixes)
Bug-fix patch on top of v1.2 to restore missing UI components, resolve styling layout errors, fix gameplay/economy bugs, and bump the project versioning.
Fixes
Gameplay & economy
- Upgrades you buy now actually work. Income and the global multiplier were
cached without watchingresearch/staffTraining, so buying research or
training staff did nothing until something unrelated changed. Now they apply
immediately. - Leveling no longer regresses when you spend XP. All XP you earn now counts
toward your permanent level total, so spending XP on research/training can't
drop your level. - Upgrade double-click no longer undercharges. Buying an upgrade recomputes
its price from the current level, so a fast double-click can't grab a higher
level at the cheaper price. - Power-ups can't be duplicated. Activating a consumable only grants its buff
if a unit was actually used (fixes a double-click free-buff). - VIP customers rebalanced. Their reward was wildly overpaid (5 minutes of
income) — now a fair ~45 seconds. Their notifications also linger long enough
to read. - Auto-event banners clear when the effect ends instead of lingering on
screen forever. - Money-milestone celebrations show once ever per save instead of re-firing
every time you re-cross a threshold. - Equipment Fire Sale event now actually grants the discounted upgrade it
advertises. - Seasonal flavors stop spamming the "unlocked!" notification for a flavor
you already unlocked in a previous year.
Stability & saves
- Corrupt-save protection. A save that fails to decrypt is preserved instead
of being overwritten with a fresh game, and loaded saves are bounds-checked
(location count + malformed data) so a bad file can't crash the game.
UI & display
- Acrylic panels —
.glass-panel(Stats panel, Music Player, and all other
glass cards) now uses a corrected frosted "filter" (blur(18px) saturate(160%)- slightly more translucent fill) so they read as real acrylic glass instead
of flat translucent boxes.
- slightly more translucent fill) so they read as real acrylic glass instead
- GUI / Text scale — "Auto" now genuinely fits the UI to your screen, and a
dedicated "100%" option sits alongside it (for both GUI and Text). Fixed-size
scales no longer fight the auto-fit. - Customer reviews read like real people. Reviews no longer praise and pan
the same visit in one breath — each review keeps a single mood, and the clunky
AI-style connectors ("That said…", "Additionally…") are gone.
[Can be ignored]
- Version — bumped to
1.2-1(package.json + page title).
Teasers for v1.3 (subject to change)
The big stuff
- Prestige. Hit Level 20 and rebrand — wipe the slate for permanent multipliers and unlock the next tier of content. New game-plus, basically.
- Eternal Upgrades. Spend prestige tokens on perks that stick forever (start with cash, cheaper ingredients, faster XP…).
- Ingredients. Your blenders now burn through supplies. Run dry and production stalls, so keep the pantry stocked.
- Staff roles. Put your crew on making shakes, restocking, or managing — or let the game auto-balance it.
Deeper systems
- Pick-any-combo orders. Customers can ask for any combo you've unlocked, not just whatever's loaded in your blender.
- Research that branches. Some nodes need others first, and you can master one track for a big bonus.
- Riskier contracts. Rush jobs and organic gigs with real trade-offs — and a penalty if you blow the deadline.
- Staff that specializes. Train past Level 3 into Speed, Quality, or Morale, with team-wide synergies.
Quality of life
- Marketing campaigns you actually run — pay for a promo, get a timed boost, wait out the cooldown.
- Payoff math on the card. See the +$/s and how long a purchase takes to pay for itself before you buy.
- Sell a location back for most of what you put in.
- Sortable/filterable lists, an "while you were away" recap, bulk buying, and number-key tab switching.