Awwwww yisssss! Thank you khornel! I love how fast you are pumping out these updates, keep them coming!



I second that. Seriously mate you're the most awesome developer I know, a new alpha after just a couple of days, I know it's probably not gonna be like this every time but still, I love the progress and the game is getting better so fast I almost can't keep up



The most important one: I now know why my company is always losing money. My CEO buys a new car every day!

No but it is a bit weird when I have only my starter guy and there's a different colour car in the parking lot every day. Maybe you could store the car information with the person instead of randomly spawning a car?

Where does the bus stop? This isn't quite clear. Is there a bus stop of sorts, or does it just stop at a specific / random location to drop off people? It's possible I overlooked an indicator for this, but it isn't really clear to me where the bus will stop.

Speaking of cars.. I love the road system and the cars It's totally not the aim of the game but it's so much fun seeing everyone drive up to the office, it's the only time when I take the game off the highest speed. No comments or suggestions on this, just wanted to say how awesome the roads and cars system is.

One annoyance that I have with the road building is that the regular building grid and the road grid aren't aligned. The initial building grid is 16x16 tiles, so the correct size (haven't checked the expansion plots though, I rarely use them - they're way too expensive), but the building grid has a one tile offset from the side of the map, whereas the road grid doesn't, so I can only build the first road in one spot which leaves a row of tiles on the left side of the plot and doesn't really look nice. Also, speaking of the starting grid - is there a reason why the game starts with the plot in the corner? I think I'd like it better if I could start somewhere along the middle of the road (properly aligned to the road grid of course ), and then expand into both directions. Just a though though, not sure how easy this would be to program

Another thought I had while playing the game, nothing to do with the new mechanics but just... What if I want to have a team staffed 24/7? Like a round-the-clock support team with three "shifts", but within the same team so they just take over the tasks? I could reassign the tasks and the rooms every eight hours to the new team, but this is a lot of manual work. Maybe a shifts system, or perhaps the possibility of assigning tasks and rooms to multiple teams at once? Or is there something in place for this already but I just haven't found it yet?



These are things that should have been in, but I had an early meeting and I really wanted to get the update out quickly. So they will be in the next update.I spent hours just looking at the traffic when I was adding itCars still sometimes merge into each other if there is a cyclic traffic jam, but I might have an idea for a fix.I added a 1 tile border for building, so you can't add doors to the edge of the map, which employees can't get to. I don't think there is any nice way to align the roads and plots without this happening, but I might just have it so the plot isn't dead center. I decided for the lower right corner of the map, because I like the look of the world corner, but it might not be such a good idea, I'll try and see if the middle makes sense.Should I make the plots cheaper? I've been debating this, I just went for realism, but it might not make sense for the game.You have to do it manually. I don't know why "shifts" triggered an idea for me, but since I can't have multiple teams for each work item, I might have it so you can only pick teams, whose hours don't overlap, so it wouldn't break the constraint. Thinking about it, I can't remember why you can't have multiple teams per work item, might have to look into it. I also got an idea of how to have multiple teams per room without straining the CPU, I actually think the method I have come up with would speed up pathfinding a little. It would add some challenges in regards to HR, though.