One of the biggest changes this week is the complete overhaul of how you interact with the world.
 Instead of every item or machine having its own “one-off” logic, everything now uses the same clean and unified system.

You can carry ingredients in both your hands. Context-sensitive actions mean you no longer need to aim perfectly to interact—placing an item on a surface or opening a door is much more forgiving. To make things even clearer, on-screen prompts now show exactly what you can do (“Press E to open”, “Press E to talk”, etc.), removing the guesswork.
One of the biggest changes this week is the complete overhaul of how you interact with the world.
Instead of every item or machine having its own “one-off” logic, everything now uses the same clean and unified system.

You can carry ingredients in your hands. Context-sensitive actions mean you no longer need to aim perfectly to interact—placing an item on a surface or opening a door is much more forgiving. To make things even clearer, on-screen prompts now show exactly what you can do (“Press E to open”, “Press E to talk”, etc.), removing the guesswork.
The quest system has also been rebuilt from the ground up. Quests are now fully data-driven, allowing us to add and balance objectives much faster without breaking your saves.

Your objectives now react directly to your actions: buy ingredients, craft candies, or interact with NPCs and the quest will update on the fly. A new shiny quest arrow ensures you always know where to go, guiding you towards Bob, the supermarket, or the machines you need. Some objectives are even timed now—like producing 30 candies in 90 seconds—for an extra layer of challenge.

The quest HUD has been redesigned with clearer titles, descriptions, and progress indicators, while the save system now properly restores your progress when you return. No more resets to the first quest!
Across the board, the game feels smoother and more responsive. Targeting is now handled by your camera, ignoring your own hitbox and forgiving small misses with a “sphere” cast. Doors open and close with natural animations, and transitions between picking up, dropping, and equipping items are fluid and less jarring.

Performance has also improved thanks to lighter interaction checks each frame, making gameplay more reliable in busy scenes.
This is just the foundation. Some tools and machine-specific interactions are still being implemented, and equip animations for certain objects don’t always look right yet. At the moment, you can only have one quest active at a time, and quest timers don’t penalize you if you fail. Rewards are still limited to money.

We’re aware of these issues and already working on solutions. Expect steady improvements in the coming weeks.
0.2.5 Update
0.2.5
1 October 2025
🎁 Added
  • New unified interaction system for items, tools, and machines.
  • Ability to carry resources in hands.
  • Context-sensitive actions (place, interact, drop).
  • Dedicated equip/unequip slots (hands).
  • Quest system is now data-driven.
  • Dynamic quest objectives reacting to player actions.
  • Quest arrow guiding you to the right location.
  • Dev/testers can now skip to specific quests.
🧼 Improved
  • Clearer, contextual prompts for interactions.
  • Upgraded raycast/selection logic (better target picking).
  • Smoother transitions when picking up, dropping, equipping.
  • Third-person targeting now uses camera, not character body.
  • Doors animate more naturally with consistent speed.
  • Quest HUD redesigned (clearer titles, progress, indicators).
  • Save/load system now preserves quest state.
  • General performance improvements.
🪛 Fixed
  • Carried items couldn’t be dropped → now works.
  • Prompts no longer remain stuck on screen.
  • Interaction input is ignored while in menus.
  • Held objects dropping below floor → fixed.
  • Ownership/physics issues when detaching objects.
  • Quest saves no longer reset to the first objective.
  • Quest arrows no longer point to the wrong location.
🚯 Removed
  • Old per-item interaction system.
  • Previous “Use” logic (menus now open cleanly via player intent).
  • Random pop-ups when looking at objects.
  • Hardcoded quest system.
⚠️ Known Issues
  • Only one quest active at a time (side quests later).
  • Performance optimizations for quest arrows still in progress.
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