This Pisslog #2 is mainly focused on polishing the game. I spent a lot of time fixing bugs, cleaning up weird behaviors, and making everything feel more stable and smoother to play. A lot of these changes are small and not always obvious, but they really add up once you’re actually playing. 


One of the biggest additions in this update is the new beauty system. The environment now really matters: rooms, objects, and decorations directly affect settlers’ mood. If your colony looks bad, they’re definitely going to feel it 😅 Because of that, I also added several new decorative items so you can make your base look nice instead of just functional. 


I’ve also added descriptions to all props, which helps give more context, personality, and clarity to what you’re building and using. It’s a small touch, but it makes the world feel a bit more alive and easier to understand. 


On the defense side, a new Anti-Air turret has been added. It expands your options against aerial threats and comes with several tweaks to make its behavior more consistent and better balanced. 


There’s also been a lot of overall balancing, and I’ve taken this opportunity to lower the difficulty a bit. The goal is to make the game more accessible and less punishing, especially in the early game, while still keeping things challenging in the long run. 


Looking ahead, I’m already working on future systems, including a custom shader, a proper electricity system, and a weapon and clothing quality system. These will add more depth, progression, and visual personality to the game as development continues. 


In short: fewer bugs, better polish, more decorations, clearer props, a new AA turret, and a generally smoother and more enjoyable experience — with other stuff coming next. 🦍💨 
Here is a piss manifesto as promised  (not 1200 lines and obviously not generated by ChatGPT)

The Golden Stream: A Philosophical Reflection 


Since the dawn of consciousness, humanity has searched for meaning. Some found it in the stars. Some in numbers. Some in silence. Yet all, without exception, eventually found themselves before the same porcelain altar, confronted by the same undeniable truth: existence flows. 


Piss is the great equalizer. Kings, peasants, philosophers, programmers debugging at 3 AM — all must one day pause and acknowledge the humble stream. It asks no permission. It follows no ideology. It simply reminds us: you are temporary, and your bladder is honest. 


To hold it too long is to deny reality.
To release it is to accept the universe as it is. 


Thus, piss is not merely a biological event.
It is the whisper of impermanence.
The sound of surrender.
The reminder that control is an illusion and pressure always builds. 


Civilizations rise, monuments fall, hard drives fail —
but the stream continues. 


Meditate upon this,
and you shall understand. 
Build 1
v0.01
16 January 2026
🎁 Added
  • ✨ Added new AA turret
  • ✨ Added bird targeting to AA
  • ✨ Added meal decal to combat ration
  • ✨ Added 2 new types of room beauty
  • ✨ Added custom time to achieve constructions
  • ✨ Added 5 new house plants
  • ✨ Added 3 new statues decoration
  • ✨ Added room beauty toggle UI
  • ✨ Added Beauty Toggle feature to display beauty scores for cells and rooms
  • ✨ Added beauty system to cells, props, and rooms
  • ✨ Added beauty attributes to various furniture prefabs
  • ✨ Added room beauty checks to update pawn mood based on room aesthetics
  • ✨ Added bedroom beauty mood evaluation
  • ✨ Added manual targeting functionality for selected pawns
  • ✨ Added ability to build floor and furniture on the same cell
  • ✨ Added foliage effect to grass and trees
  • ✨ Added mood effects for bed placement
  • ✨ Added bed assignment
  • ✨ Added damage on package landing
  • ✨ Added description to most props
  • ✨ Added combat ration to quest reward items
  • ✨ Added combat ration on start
🧼 Improved
  • ⚖️ Balanced values
  • ⚖️ Increased combat rations on start
  • ⚖️ Adjusted resource cost for Turrets from 300 to 150 Iron
  • ⚖️ Enhanced beauty calculation in Cell class to include carriable objects
  • ⚖️ Adjusted beauty computation for cells to account for corpses
  • ⚖️ Modified explosion type in AirBombLogic to Medium
  • ⚖️ Adjusted base seasonal temperatures for Spring and Autumn
  • 🚀 More optimization for non accessible rooms
  • 🚀 Optimized task selection for inaccessible rooms
  • 🚀 Optimized food handling logic to improve sorting and search efficiency
  • 🔄 Updated automatic turret thumbnail image
  • 🔄 Updated crops description
  • 🔄 Update room type when placing new floor
  • 🔄 Recompute beauty for cells during initialization
  • 🧠 Improved constructions visibility in UI
  • 🧠 Improved path finding for various tasks
  • 🧠 Improved path generation
  • 🧠 Improved font visibility
  • 🧠 Enhanced item pickup tracing logic
  • 🧠 Implemented Fisher–Yates shuffle for prop buffer to enhance randomness in task assignment
🪛 Fixed
  • 🛠️ Fixed bed collision (should be ok now)
  • 🛠️ Fixed collision between pawns and beds
  • 🛠️ Fixed timer behavior during paused state in StrangeLightLogic
  • 🛠️ Fixed minor bugs
  • 🛠️ Fixed food crafting quantity for specific food types
  • 🛠️ Fixed thought bubble pause
  • 🛠️ Fixed loading construction state
  • 🛠️ Fixed default menu opening when pressing ESC
  • 🛠️ Fixed cell info trace
  • 🛠️ Fixed destroying task for furnitures
  • 🛠️ Fixed tint restoration for props during state loading
  • 🛠️ Fixed building task after loading save
  • 🛠️ Fixed planting tasks not being deleted due to missing TaskID
  • 🛠️ Fixed meal quantity
  • 🛠️ Fixed survival quest timer
  • 🛠️ Fixed path generation
  • 🛠️ Fixed roof task error
  • 🛠️ Fixed achievement unlock condition for first settler death
  • 🛠️ Fixed animals not loading on a save
  • 🛠️ Fixed sprites not showing
  • 🛠️ Added health check to prevent updates when the pawn is dead in RaiderBrain and ScoutBrain
  • 🔁 Reset A* cache on destroy
  • 🔁 Reset targeting state when toggling manual movement
  • 🔁 Reset picking up state when toggling mobilization
  • 🔁 Reset IsPickingUp state in various player trace actions
  • 🔁 Removed hunted animals when canceling task
  • 🔁 Removed flora from cell when placing new furniture
  • 🔁 Prevented immediate repeated fleeing for animals
  • 🔁 Prevented jet from updating when the simulation is paused
  • 🔁 Never fire AA rockets if current cell is roofed
⚠️ Known Issues
  • Holes on map generation
  • Weird raider behavior
people
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