GEIGER 0.0.4: Worth a Closer Look

Every day now carries its own rule, loud rooms can reward the curious, and floors are checked more carefully for contamination you cannot reach.

Every shift in GEIGER used to differ mostly by the seed. 0.0.4 gives the day a character of its own, gives the loudest rooms a reason to be investigated, and tidies up a few cases where the block asked for something it would not let you reach.

Every day has a rule

The daily shift now carries one of seven rules, and the lobby tells you which. The wiring might be failing, the heating gone, or the block unusually quiet. Supper may have been left out, everything locked away, a draught let in through the glass, or someone may have walked it home. Some rules change the building, some change how the contamination has spread. None of them tell you where anything is.

The rule follows the date, so everyone gets the same one on the same day, and the next day is never the same rule twice. A daily shift you continue keeps its rule.

Loud rooms

A very loud reading used to mean one thing: something strong was nearby, and the room was probably empty. Now and then it is still just that. Sometimes there is a little salvage, something someone left behind, or a stash worth the extra dose. The meter will not tell you which, and going in costs you either way.

I like that it turns a loud reading into a question. You are already listening to the dosimeter, and now you also have to decide whether to follow it.

Smaller things

  • Arriving on a floor above your saved best adds BEYOND YOUR BEST to the arrival message, once per run. It is a quiet nod, nothing more.
  • The exposure report shows how many pill packs you bought at the kiosk, which says a little about how the shift went.
  • A badge that belongs to someone on the lobby board is marked ON THE LOBBY BOARD.

Reachable floors

Floors now check that every spill has somewhere to stand, and that a contaminated item sealed in a cupboard can be reached. If not, it is moved or put out in the open before you arrive. This should make it less likely that a floor asks for something you cannot get to, though I would not promise it never happens.

I have also fixed the lobby failing to build when Steam friends are shown and fewer than five are found.
If you find a floor you cannot finish, I would like to hear about it.
I have not changed how hard the difficulty levels are in this update.
Try the daily shift, and tell me which rule you liked least.


Stay below 100%.

Worth a Closer Look

0.0.4
17 October 2026
9 changes in this update

Added

4 changes
  • Daily shifts: Each UTC day has one of seven rules, such as a failing lighting circuit, no heating, supper left out or everything locked away; the rule changes how the floors are laid out or how the contamination is spread, is named in the lobby and stays with a shift you continue

  • Loud rooms: A room that reads loud can hold nothing, a little salvage, something left behind or a rare stash; the reading never says which

  • Personal best: Arriving on a floor above your saved best adds BEYOND YOUR BEST to the arrival message, once per run

  • Missing notices: A badge belonging to a resident on the lobby board is marked ON THE LOBBY BOARD

Improved

3 changes
  • Exposure report: The report shows how many pill packs were bought from the kiosk during the run

  • Floor building: Hazard spills and contaminated items sealed in cupboards are now checked for a place you can reach; one that cannot be reached is moved to a clear spot or put out in the open

  • Surfaces: Bathroom and ceramic floor tiles catch the torch along their grout lines, the carpet has a woven pile, and metal floors, sheet metal, the lead drum and the transformer box show worn paint and scuffed plate

Fixed

2 changes
  • Missing notices: The lobby no longer fails to build when Steam friends are shown and fewer than five are found

  • Moonlight: Moonbeams through glazed windows no longer show stepped, jagged edges or a dark cross from the window frame

people
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