The game now features a custom chat with player avatars, more detailed lobby information, and a player list in the pause menu that allows hosts to kick players.


Lobby initialization has also been improved, alongside a new visual transition when entering or leaving a game.

Several changes were made to help new players understand the game:

  • A better introduction to cursed items
  • A new animated tutorial for the first sale
  • Clearer sale-terminal instructions
  • Information about the currently carried item
  • More detailed objective and end-of-run reports
  • The BAR area has also been improved, with clearer visual guidance to help players identify its important elements.

Important objects such as the mission book, selling button, van, and steering wheel can now pulse when the player needs to interact with them.


 
Three new phenomena were added:

  • Drunken Aura disorients nearby players with a visual intoxication effect.
  • Cursed Grip forces players to complete a quick-time event before picking up an item.
  • Electric Item shocks impatient players who attempt to grab it while charged, temporarily preventing stamina recovery.

A new type of secondary mission challenges the crew to complete a run without using a specific tool.


The number of missions now scales with crew size, and their progression, preparation, and rewards have been improved.
 
The solo experience has been rebalanced, with enemy counts, objectives, and missions adapting to the crew size. Team-wipe penalties were reduced, the first run’s cursed-item distribution was adjusted, and Madame Silence can no longer appear too early.


Several issues were also fixed, including Impact not dealing damage, incorrect mission rewards, disappearing tutorials, and Marauders detecting players without a clear line of sight. 

 
A new statistics system will help track runs, sales, deaths, profits, team wipes, missions, and crew sizes. This data will help guide future balancing and updates.


Thank you to everyone who has played, reported bugs, and shared feedback during this first week.


There is still plenty more cursed business ahead. 

Cursed Log #1 | One Week After Release
14 August 2026
🎁 Added
  • Added a custom in-game chat with player avatars
  • Added detailed lobby status information
  • Added a player list with host kick controls
  • Added the Drunken Aura cursed phenomenon
  • Added the Cursed Grip phenomenon with a pickup QTE
  • Added the Electric Item cursed phenomenon
  • Added restriction-based secondary missions
  • Added information about the currently carried item
  • Added an animated tutorial for the first sale
  • Added visual transitions when entering or leaving a game
  • Added six new moonshine-themed quest items
  • Added gameplay statistics for runs, sales, deaths, profits, missions, and crew sizes
🧼 Improved
  • Improved lobby creation, initialization, and browsing information
  • Improved cursed-item onboarding and sale-terminal instructions
  • Improved objective feedback and end-of-run reports
  • Improved interaction guidance with pulsing highlights
  • Improved input prompts and UI controls
  • Improved solo balancing based on crew size
  • Improved secondary mission generation, scaling, and rewards
  • Improved first-run cursed-item balancing
  • Improved Marauder detection and idle sounds
  • Reduced the team-wipe wealth penalty from 40% to 30%
  • Prevented Madame Silence from appearing too early
  • Reduced the strength of the Shrinking phenomenon
  • Improved the BAR area and made its important elements easier to identify
🪛 Fixed
  • Fixed Impact not dealing damage correctly
  • Fixed the cursed-item introduction disappearing too early
  • Fixed incorrect secondary mission rewards
  • Fixed issues with secondary mission preparation
  • Fixed Marauders detecting players without a clear line of sight
  • Fixed several lobby and scene-loading issues
⚠️ Known Issues
  • Some meshes may occasionally fail to render. A fix has been submitted to s&box and is currently awaiting review.
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