This update doesn't have one headline feature. It has about sixty of them. Over the past few weeks the focus was on making everything that already existed feel more alive, more reliable, and more readable. New staff tiers, a completely reworked quest card, a full pass on sounds and notifications, animated conveyors, player badges, and a long list of bugs that have been quietly annoying you — all gone.
Here's everything that changed.
The conveyor belts now actually move. When a production line is running, the belt surface scrolls. When it's paused for cooking or molding, it stops. It's a small thing, but it makes the factory feel like it's working rather than just standing there.

Money now talks back. Your money chip flashes green when you earn and orange when you spend. Stars give you a +N STARS! popup on each sale, and whenever you spend stars you get a quick notification with a HUD flash so you always know where they went.

Machine wear now warns you once — a single toast when something drops below 25% durability. No spam, just a heads-up at the right moment.
Until now, hiring was a one-time decision. That changes in this update: both the Operator and the Technician have two new upgrade tiers.

A Trained Operator (T2) and Expert Operator (T3) now produce weighted Good and Excellent candies on auto-cook. The better your Operator, the better your output quality without you needing to stand at the machine.

The Technician follows the same pattern. Tier 2 introduces preventive maintenance, and Tier 3 further reduces durability drain across your machines. Investing in your staff actually means something now.

Bob has new lines and new quests to guide you through both upgrades.
Everyone in the factory now shows a badge — in chat, and floating above their head. You might see a dev tag, an early-access badge, a bug-hunter ribbon, or a leaderboard rank (top 3 or top 10 this month). New players get a 24-hour newbie indicator so the lobby knows to be a little patient.

Long-term players have lifetime tiers, from Apprenti all the way up to Légende. Each tier has its own nametag look: a distinct border color, a name tint, and for the very top ranks, some extra flair. Magnat pulses gold. Légende cycles through pink, blue, and mint with a floating crown above the name.

Your NPC employees also got a visual upgrade. Once you promote an Operator or Technician to T2 or T3, a chocolate medallion appears above their head — silver for T2, animated gold for T3.
Three changes that make multiplayer feel more alive. A typing indicator now appears above a player's nametag as a 3-dot bubble while they're writing a message. Incoming messages from other players play a soft pop sound — your own messages and join/leave notices are silent. And chat messages now fade in and out smoothly instead of popping in and out of existence.
The quest widget has been completely redesigned. The active quest sits on a pink card at the top, the daily challenge on a gold-trimmed card below. Objectives that aren't in progress are faded back so your current task reads immediately. The reward pill is animated.

Rewards are now displayed in large, legible numbers. The daily card shows the bonus for completing all three objectives at a glance.
The cart dispenser now lets you return a parked cart yourself. Walk up to the dispenser while you're pushing a cart and it empties back onto the shelves, giving you a fresh one. No more rejoining the session to unstick yourself.

The Delivery panel now shows a live countdown banner when a truck is already en route, and the order button switches to an "in progress" look so you always know what's happening.

The quantity picker across Delivery, Storage, and the Cash Register has been rebuilt into a cleaner control. There's also a new bulk-add panel for when you need to move a lot at once.

Hover the level row in the HUD to see what your next factory level unlocks. Simple, but useful when you're deciding what to save toward.
The monthly leaderboard now has its own tabs. The global ranking no longer shows gaps after developers are filtered out. And the star summary that used to fire one toast per candy now batches into a single +N⭐ every five seconds — much less noise in a busy automated factory.

Half-star fractions credited by your Operator during auto-cook are now saved to the cloud. They were being lost on relog before. They aren't anymore.

The game now supports Hungarian. Recipes, UI, upgrades, zones — all translated. That brings the total to four languages: English, French, German, and Hungarian.
Drop and pickup behavior got a major rework. Several multiplayer cases where boxes would drift to the wrong location or duplicate have been fixed. This was one of the more persistent reliability issues and it's been properly addressed.

A wide-ranging performance pass also went in: lighter UI updates, cached scene lookups, throttled background syncs, smarter conveyor sensor recovery, and reduced per-frame work across many systems.
The cart-stuck-behind-geometry problem is gone — the dispenser return handles that now. Boxes left behind when a player disconnects no longer make other players invisible in first-person. The conveyor no longer freezes after a machine cleans up mid-cycle. Delivery trucks no longer roam the map after their owner disconnects. A client's dropped box no longer appears inside the host's factory (and vice versa). Shelf returns from checkout work correctly even under bad timing. The Logistician no longer drops small ingredient requests to zero when storage is tight. Tier 3 batches no longer stall the belt. Broken machines now cleanly destroy candy in flight. Badge icons render correctly on world-space nametags. And a few raw localization keys that were leaking into hint text have been fixed.
A handful of notifications have been removed because they were redundant or misleading. The "stock running out" toast was firing in bursts every time the Stocker refilled — the live runway badge and red-tinted rows in the Storage panel already show this. The delivery progress bar implied a precise ETA the system can't actually provide, so it's gone; the honest elapsed time stays. Per-candy quality toasts are removed since the floating popup at the Seller and the batched star summary already cover it. The warning emoji in error bars has been dropped since the color and border already convey severity. And the "tool placed on board" toast is gone — the tool sitting there is feedback enough.

The game should feel noticeably less noisy after all of this.
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