It’s almost that time of the year again… Influencing 1.0.0 is coming!
Influencing 1.0.0 is aiming for the end of October, possibly earlier. New maps, revamped art, family life, playable activities and creator tools — plus the changelog.
My dudes, it's that time of the year again when we update the game... Haha!
I hope everything is fine with you!
Remember that list of things I couldn't finish in the last update? Pregnancy and birth, laws, the editable city, better mod support, birthdays...
Well... we need to talk. Haha!
The version we're working on now will be Influencing 1.0.0. And after looking through everything that changed since 0.1.18.1, I honestly don't know how to fit it all into one post. Even the maps changed. Faces, backgrounds, houses, jobs, relationships... and then there are all the activities and tools on top of it.
At this point, it feels like a whole new game.
And I'm finally comfortable calling it 1.0. For me, Influencing has reached the point where it feels like a real game. Of course, it's FAR from finished, and there is still a lot I want to do. But it doesn't feel like just a prototype anymore, or a bunch of bones waiting for the rest of the body. There is a game around all those systems now. At least, that's how it feels to me... and damn, it feels good to finally say that.
But first, the part you probably came here looking for: I'm aiming to release 1.0.0 by the end of October. Maybe before, if the remaining adjustments go well. I'm still adjusting things because of the amount of changes in the game, so this is the target, not a fixed release day yet.
There is a LOT here, and I want the things connecting all these systems to make sense when you actually play. Finding an activity, inviting someone, doing it, seeing the result and continuing your day. Adding something is one part of the work. Making it fit into Influencing is another.
So, what actually changed?
THE CITY GOT A SERIOUS REVAMP
There are two new map layouts, new building artwork, an editable city and a lot of refreshed backgrounds. Houses, apartments, workplaces, leisure areas... many places also have matching nighttime art now. And yes, the Classic map is still there if you prefer it.
The characters got attention too. New face artwork, separate facial feature choices, better front and side views, beards, more hairstyles and improvements to clothing layers. Your house also gets more options, with extra bedrooms, outdoor upgrades and useful furniture for beds, kitchens, showers and sound systems.
AND THERE IS MUCH MORE TO DO IN IT
Pregnancies can now continue through birth. Just to be clear: babies are not playable or interactable characters. Influencing is an adult game, and all adult content is strictly limited to adult characters.
Birthdays and anniversaries have a proper calendar. Relationships have more conversations, plans, memories and consequences. Jobs have more things you can actually do during a shift.
You can spend time fishing, cook a meal, play volleyball, work on your garden, sing karaoke or challenge someone at the pub. Or get involved in elections, investigations, criminal crews and police pursuits. Depending on the life you want to play, there are a lot more directions to take.
And I haven't forgotten the idea of giving you control over the game. There are workshops for the city, rooms, population, jobs and clothing, plus the separate Influencing Studio tools for creating stories and community content. Some of these started as things we needed while developing the game. Now they give you more ways to build your own stuff too.
Anyway... before this becomes a book, here is the compact changelog. The full list is inside the expandable section below it.
COMPACT CHANGELOG — 0.1.18.1 → 1.0.0
City, art and customization
- Added Seaside Streets and Coastal Commons maps, new building artwork and city-layout editing. Kept Classic available.
- Revamped backgrounds across major locations, added many nighttime scenes and expanded apartment interiors and shared spaces.
- Added or expanded destinations including Aurelia Casino, City Hall, Seaside Television, Velvet House, shopping leisure areas and the Beach.
- Revamped face artwork and facial feature selection; added beards, twelve women's hairstyles, salon services and clothing-layer improvements.
- Expanded house upgrades, extra bedrooms, outdoor improvements, furnishings, shopping items and gifts.
Everyday life, family and relationships
- Extended pregnancy through birth. Babies are not playable or interactable characters.
- Expanded parentage, genealogy, paternity conversations and family-information privacy.
- Added a proper calendar, birthdays, anniversaries and family lunches.
- Expanded friendships, introductions, household life, NPC initiative, dates and shared plans.
- Added deeper memories, gossip, reputation, goals, rivalries, secrets and generated life histories for new cities.
- Expanded relationship agreements, circles, partner sharing, affairs, harem life, proposals and weddings, with individual answers and follow-ups.
- Added practical skills, gradual body progress, injuries and recovery, plus more developed homeless life and support options.
Activities and competitions
- Added air hockey, beach volleyball, basketball, weightlifting, darts and pub pool.
- Added fishing, gardening, cooking, bartending, dancing and karaoke activities.
- Added hands-on hospital care, vehicle repair and crime-scene investigation.
- Added optional arcade driving, police pursuits, prison Twenty-one and casino games.
- Added activity records, achievements and replay options, plus agreed wagers for supported games.
- Added the annual City Games with five sports, real competitors, supporters, medals and prizes.
Work, city life and consequences
- Expanded careers with manual duties, promotions, workplace projects and coworker stories; added more service and business roles.
- Expanded university life, hospital work and police careers.
- Added elections, public law ballots, television programming, local news and city standing.
- Expanded crime with theft, burglary, dealing, crews, gangs and turf conflicts.
- Added investigations, field searches, department vehicles, pursuits, arrests and detainee escorts.
- Expanded playable prison life and added turn-based confrontations with injuries and social consequences.
- Added vehicle ownership, household sharing, parking, fuel, maintenance, repainting and more travel choices.
Phone, interface and fixes
- Redesigned the phone and expanded contacts, messages, calls and Circle posts.
- Added optional AI texting and small-group AI conversations, with clearer connection and model settings. AI remains optional.
- Reworked the Journal to separate stories, plans, ideas and agreements, with clearer next steps.
- Improved navigation, activity guidance, scrolling, costs and explanations for unavailable actions.
- Fixed many issues involving conversations, travel, work attendance, character creation, rendering and interrupted activities; improved save/load handling.
Tools for players and creators
- Added World, Room, Population, Job and Clothing Workshops, plus portable content packs.
- Added new-city boss/family rerolls and simpler character-creation saving.
- Expanded cheat, family, population and memory inspection tools.
- Developed the separate Influencing Studio tools for branching stories, jobs, population, memories and community packs, including an offline editor and validation/export tools.
Read the full 1.0.0 changelog
1. CITY MAPS AND EXPLORATION
- Added Seaside Streets, a new city layout with front-facing buildings, rectangular lots and new coastal scenery.
- Added Coastal Commons, an alternative layout with isometric lots and room for more locations.
- Kept the original map available as Classic.
- Added new front-facing artwork for city buildings, including homes, apartments, shops and public services.
- Added editable building placement: rearrange a city by moving buildings between lots, including swapping occupied lots.
- Added blank-world creation, editable lots and roads, custom map backgrounds and building icons.
- Added the ability to rename locations and rooms, create locations from templates and move buildings off the visible map.
- Kept off-map locations reachable, so removing a map icon does not erase the associated home, workplace or residents.
- Added custom apartment-building templates that can supply real homes for future families.
- Added optional known-character portraits on the map, with a larger list when several known people are at the same building.
- Added location badges beside household portraits to show where each controlled-household member actually is.
- Improved map portrait loading and reuse to reduce the work involved in repeatedly opening or hovering over the map.
- Improved travel previews with the destination, selected transport, actual costs and an explanation when a route is unavailable.
- Corrected apartment entrances and destination selection so travel leads to the intended building, floor or home.
2. ROOM ART AND LOCATION EXPANSIONS
- Refreshed backgrounds across Industry, the Gym, PUB, Cafe, Mary's House, Beach, University, Night Club, Park, Hospital, City Tower and the player's house.
- Added matching nighttime artwork for many outdoor locations and room expansions.
- Refreshed selected Police station areas and the private cubicles at City Hall and the television station.
- Improved room staging, character scale, walking areas and clickable doors to fit the new backgrounds.
- Added distinct apartment interiors for Blue Sea, Forest Side and High Class, including living rooms, kitchens, bedrooms, entrances and bathrooms.
- Expanded apartment buildings with shared lobbies, floor landings, stairs and, where appropriate, elevators with usable floor controls.
- Added neighborhood spaces and services, including courtyards, squares, laundromats, a food truck, ice-cream kiosk and flower kiosk.
- Expanded High Class amenities with shared leisure spaces, a rooftop solarium, pool access and a private changing cabin.
- Added apartment-neighbor conversations and neighborhood service access.
- Added concierge parcel storage for owned gifts, with reclaiming and in-person gift handoff.
- Added Aurelia Casino with a gaming hall, lounge, staff spaces and its own artwork.
- Added City Hall, Seaside Television and Velvet House as functional destinations connected to their respective systems and careers.
- Expanded the Beach with a snack hut, quiet beach, volleyball court and a secluded area to discover.
- Added Saturday beach evenings with actual attendees, music, dancing and a Calendar entry.
- Expanded Shopping with a ground-floor leisure wing, food court and arcade, plus an upper shopping floor and rooftop area.
- Added or improved secluded outdoor routes around several existing venues, with ordinary discovery, entry and return paths.
- Added a dedicated prison yard, separate from the police gym, with day and night artwork.
- Gave the Park more everyday uses: jogging, benches, picnics, feeding ducks, sunbathing, photography and evening strolls.
- Added campus leisure access during supported evening and weekend periods, with staff duties and opportunities for shared study or relaxation.
- Corrected several room connections, washroom/cabin return routes and closing-time checks.
3. CHARACTER APPEARANCE AND CLOTHING
- Added a new collection of matched front and profile face artwork with separately selectable facial features.
- Expanded the character editor's face choices while retaining individual eyes, noses, eyebrows and mouth/jaw selections.
- Improved profile jaw shapes, feature seams, facial outlines, eye layering and gaze presentation.
- Added beard choices with front and profile fits and matching hair colors.
- Improved head and hair alignment across differently sized assets and poses.
- Added twelve women's hairstyles across the existing hair categories.
- Added paid salon services for hairstyle changes, hair dye and restoration of natural hair color.
- Kept cosmetic dye separate from natural hair genetics and inheritance.
- Added a wearable flower accessory, including ownership, wearing/removal and gift acceptance.
- Added layered wardrobe editing with garment ordering, outfit previews and individual worn/off controls.
- Improved partial-undressing and clothing-coverage checks to account for the layers actually being worn.
- Expanded clothing characteristics such as formality, comfort, necklines and movement openings.
- Added more contextual outfit observations, compliments, teasing and questions about clothing.
- Improved work-outfit handling when starting a shift or switching household control.
- Corrected clothing-store tint controls, held-item scaling and several portrait and scene-layer alignment issues.
4. SHOPPING, GIFTS, HOMES AND EVERYDAY NEEDS
- Expanded the shopping catalog with useful electronics, books, hobby supplies, keepsakes, grooming products and consumables.
- Added uses for items such as an e-reader, camera, headphones, keyboard, radio, puzzle, exercise mat and training materials.
- Added more takeaway meals, drinks, sweets, ice cream and food-court choices.
- Expanded served drinks, personal tastes, shared refreshments and party toasts.
- Improved the inventory interface with clearer descriptions, categories, effects and unavailable-action explanations.
- Expanded gift conversations with different intentions, acceptance/refusal and follow-up questions about the last gift.
- Made gift use distinct from gift receipt: receiving an item does not mean the recipient has used or worn it.
- Added purchasable home furnishings for beds, kitchens, showers and sound systems, with different quality tiers.
- Added installation and furnishing gifts for another household, with an explicit destination and the resident's answer.
- Expanded home improvements with extra bedrooms and supported outdoor upgrades.
- Added gradual body progress from exercise, meals and rest, with a readable progress/history panel.
- Added practical skills and practice routes separate from conversation interests.
- Added alcohol state, caffeine dependency and street-substance effects, with dedicated status information and recovery conversations.
- Added treatment and recovery routes for injuries and low Health, including access when no doctor is available for a consultation.
- Expanded homeless life with real money, carried food and supplies, sleeping places, hygiene routes, begging, scavenging and practical support.
- Added temporary hospitality and shelter conversations, including food, a place to rest and access to a shower when agreed.
- Improved homeless NPC need handling so ordinary eating, socializing and leisure can fit around survival routines.
5. FAMILY, PREGNANCY AND THE CALENDAR
- Replaced the simplified calendar with real month lengths, weekdays and leap years.
- Added Calendar views for known birthdays, anniversaries, meetings, gatherings and city events.
- Extended pregnancy through birth instead of ending the game at the former pregnancy limit.
- Added birth records, multiple-birth handling and parental recovery.
- Added Family Manager views for known pregnancies, due dates and family records.
- Added pregnancy conversations about feelings, names, future plans, practical support and accommodation.
- Added recognized parenthood and separate biological, acknowledged and former acknowledged parent roles.
- Added paternity discussions, agreed tests, delayed results, disclosure and choices about continuing or leaving a parental role.
- Added daily child-support responsibility tied to the acknowledged parent's household, with support history and informational shortfalls.
- Expanded genealogy and recognized parenthood records.
- Improved family-information privacy: a rumor, an assumption and confirmed parentage are different kinds of knowledge.
- Expanded kinship checks across distant relatives and acknowledged parent links, including checks at the point a romantic action starts.
- Kept unknown kinship from being exposed by romantic menus; unavailable choices use a discreet explanation.
- Added household lunches, birthdays and relationship anniversaries using actual invitations and attendance.
- Improved family invitations so a known household or family connection does not always require an exchanged phone number.
6. CONVERSATIONS, FRIENDSHIPS AND NPC LIFE
- Expanded introductions and greetings with warmer, playful and direct choices.
- Improved basic questions about feelings, work, interests and family, including contextual refusals and repeated-topic replies.
- Organized Chat into clearer categories while retaining the existing conversation choices.
- Added clearer visual distinctions between an action and a submenu, with more consistent paging and Back controls.
- Added direct shared-meal, drink, dance and activity invitations from room and conversation controls.
- Added explicit individual answers when inviting player-created household members.
- Added conversations about preferred shared activities and suggestions based on things actually discussed or done together.
- Added mutual-friend introductions involving people who are really present.
- Added shared routines and follow-up conversations after spending time together across different days.
- Added reactions to a new housemate and later conversations about settling in, comfort, privacy and household life.
- Added contextual NPC approaches for friendly check-ins, coworkers, family news, public incidents, activities and other real events.
- Added personality-driven company and initiative, including asking for more contact or for space.
- Improved leisure decisions so NPCs can pursue interests even when their immediate needs are already satisfied.
- Improved NPC activity variety and the balance between local social opportunities and hobbies.
- Improved group following and shared movement while retaining real doors, household access and custody restrictions.
- Improved wake-up conversations and tired-partner handling, including choices to help, buy or offer an energy item, say a quick word or let someone rest.
- Improved conversation continuity, mutual recent-contact records and the distinction between an actual exchange and merely opening a menu.
7. MEMORIES, REPUTATION AND PERSONAL STORIES
- Added a Memory Book with a timeline, person filters, event details and the source of known information.
- Expanded gossip with concrete selectable stories, source tracking and NPC-initiated news.
- Added requests for new gossip and questions about particular known people.
- Improved historical wording so old events do not display impossible negative dates or imply they happened in the current relationship.
- Added core memories and conversations about what significant shared experiences mean to each person.
- Added delayed follow-ups to important events, allowing consequences and reactions to return later in ordinary play.
- Added reputation across household, workplace, groups, neighbors and town circles.
- Added socially learned nicknames and conversations asking someone to stop using one.
- Added wants, personal goals, promises to help and conversations about another person's disclosed aims.
- Added clearer goal cards, milestone history and known events that helped or set back progress.
- Added rivalries connected to competing aims, with discussions, boundaries and opportunities to make peace.
- Added private-story exchanges, confidentiality promises, leaks and nonsexual requests made using known secrets.
- Added weekly life recaps and public news drawn from recorded events.
- Added new-city life-history generation, giving residents a recorded past connected to their relationships, knowledge and practical skills.
- Added a life-history preview before accepting a generated city, plus an explicit cheat option to enrich an existing city's past once.
- Added longer-lived reactions to decisive confrontations, including shaken behavior or a desire for revenge according to the character and outcome.
- Improved knowledge boundaries across journals, gossip, contacts and conversations so reading a panel does not reveal unrelated secrets.
8. DATES, PARTNERSHIPS AND RELATIONSHIP CHOICES
- Added in-person scheduling of friendly meetings and dates without requiring a phone number.
- Added exact future day/time selection alongside quick scheduling choices.
- Expanded incoming phone invitations with a chosen meeting place, real NPC travel and a clear arrival deadline.
- Added playable date sessions with a visible partner, remaining time, shared activities and outcome feedback.
- Connected dates to ordinary meals, drinks, travel and other supported actions rather than a separate activity checklist.
- Added clearer follow-up conversations about attended plans, missed meetings and requests for space.
- Added relationship-advice conversations with later reflection and follow-up outcomes.
- Added gradual discussions about relationship preferences, openness and partner boundaries.
- Added relationship circles, named partner approvals and agreed three-person meetings.
- Added the Sharing & openness hub, including outsider proposals, explicit disclosures and follow-up conversations.
- Added books and articles about relationship openness, with effects tied to actual reading and reflection.
- Added a partner-sharing route with named proposals, limits, dates, later reports and choices about being present.
- Added wingman-style approaches to help a partner meet somebody, or ask for their help.
- Added an affair route with private meetings, messages, suspicion, disclosure and contextual consequences.
- Added a harem route with member invitations, a dedicated overview, shared moments, individual attention and member reactions.
- Added visible follow-ups to agreed social restrictions and conversations about changing or ending them.
- Added engagement and wedding planning, venue/style choices, vows, optional bands and actual witness memories.
- Expanded household bans, apologies and repair routes; a ban belongs to the household's home rather than every apartment in the building.
- Improved relationship dialogue with variations matching different personality voices.
- Improved continuity between story interactions and the existing adult scene system, including returning to the originating story afterward.
9. PHONE, MESSAGES AND OPTIONAL AI
- Redesigned the phone into a landscape interface with clearer navigation and more room for contacts, details and records.
- Expanded contact profiles with relationship context, known goals, reputation, memories and journal links.
- Added richer scripted text conversations, delayed replies, support, jokes, reconnection and requests for space.
- Added unread counts, stronger new-message indicators, unread filtering, muting and mark-read controls.
- Added phone-call conversations with multiple topics and meeting arrangements.
- Added Circle introductions and public posts, reactions, follow-up exchanges and access from library computers.
- Added optional free-form AI texting, with separately configurable relationship analysis.
- Added in-person group AI chat with the player and up to two nearby NPCs, participant controls and shared conversation history.
- Added quick actions to supported conversations for real invitations, refreshments, gifts, clothing adjustments and travel.
- Improved AI context so calls, texts, Circle posts and in-person speech are treated as different communication channels.
- Reworked AI connection settings with clearer provider profiles, model selection and separate conversation/analysis setup.
- Expanded compatible connection choices for local servers and online APIs, including LM Studio, llama.cpp, vLLM, OpenRouter and other compatible endpoints.
- Improved AI Horde model selection and Influencing server/catalog presentation.
- Fixed an Influencing-provider token-budget override that could truncate replies and analysis.
- Improved request timeout/error reporting, queued-result handling, cancellation and repeated-result protection.
- Added a recent provider-reply inspector for troubleshooting dialogue and analysis responses.
- Improved AI replies during adult scenes to distinguish an observer from an active participant.
10. CAREERS, STUDY AND BUSINESSES
- Added manual duties and career panels for many jobs that previously relied on automatic work.
- Expanded playable work across Industry, City Tower, PUB, Night Club, Hospital and University, including worker and management roles.
- Added multi-shift workplace projects, preparation, evidence, reviews and disputes over credit.
- Added coworker favors, trust, workplace conversations, boss/employee stories and consequences tied to actual work.
- Added career ladders with intermediate ranks, promotion requirements, progress displays and promotion discussions.
- Improved hiring and job access through actual staff, vacancies and workplace conversations.
- Added Campus Life with seminars, research, study partners, debates, weekly projects, assessments and academic-integrity choices.
- Added campus caretaker and porter duties, evening access and staff handovers.
- Expanded police work with a chief, manual shifts, a case board, colleague relationships and command decisions.
- Added hospital leadership/nursing support and hands-on bedside care for actual patients, alongside a clearly identified simulator.
- Added apartment-service careers such as concierge, laundromat attendant, ice-cream vendor, food-truck cook and florist.
- Added casino careers for management, croupier work, lounge service and security, with duties and a shared workplace project.
- Added television careers and programming responsibilities.
- Added Velvet House management and worker play, real client appointments, social dates, earnings and an ownership route.
- Improved work information, score explanations, current duties and visible need/time costs.
- Corrected work arrival locations, early/manual shift controls, work clothing and household control switching during a shift.
- Corrected overnight attendance handling so midnight does not incorrectly count an ongoing shift as a missed workday.
11. CIVIC LIFE, MEDIA AND CITY STANDING
- Added mayoral campaigning, elections, elected-office responsibilities, public approval and city finances.
- Added public law ballots with separate policy choices and explicit player voting.
- Added conversations to seek or pressure someone for a mayoral or law vote, with recorded commitments and responses.
- Added television programming, sponsored runs, station management and programming effects on actual viewers.
- Added Local news broadcasts based on appropriate recorded public events.
- Added a City Hall information panel with a census, place directory, services, leaders, job vacancies and public records.
- Added city-behavior charts to the author/cheat tools.
- Added City standing and an Alpha title with rankings, public challenges, declared support and title history.
- Connected agreed minigame contests and witnessed results to standing where applicable.
- Added support/backing conversations and practical social reactions without making a title automatic agreement to other requests.
12. CRIME AND STREET LIFE
- Added a crime system with incidents, witnesses, evidence, fines, charges and custody outcomes.
- Added theft and other street-crime attempts with real risks, actual money/items and contextual outcomes.
- Added a Street phone hub showing the route, known opportunities, requirements, potential pay, risks and personal records.
- Added street suppliers, recognition learned through actual contact, buying/selling and information about their operating spots.
- Added burglary lessons, lockpicks, burglary attempts and clearer odds/risk/result feedback.
- Added criminal crew activity, lookout arrangements, package jobs and fencing stolen goods.
- Added player dealing with owned stock, wholesale restocking, real customers and funds.
- Expanded the street economy with substance demand/effects, payouts and gang income.
- Added persistent gangs, membership, leadership, turf, corner disputes and conflicts.
- Added protection arrangements, betrayal/snitch consequences and police interaction with gang activity.
- Added wanted searches, shelter decisions and consequences for helping a wanted person.
- Improved private-home stashes and physical hidden items so their location and ownership matter.
- Made resisting arrest add to the actual charge rather than replacing the original offence.
- Improved discovery and guidance so the player can find the criminal route through visible controls instead of unexplained triggers.
13. POLICE, INVESTIGATIONS AND CONFRONTATIONS
- Added case boards with filed evidence, actual witnesses, known leads and visible next steps.
- Added playable scene investigations with inspection points, evidence connections, a saved notebook and a final report.
- Added station-record and witness inquiries alongside scene work.
- Added field searches with real travel and last-known leads rather than guaranteed suspect locations.
- Added proper doorstep arrival and admission for private-home searches.
- Added department-car checkout, field travel, parking, return and recovery.
- Added playable road pursuits as an officer or a fleeing driver, using the actual vehicles involved.
- Added detainee escorts, station intake and hospital handover where medical priority requires it.
- Added usable return/resume routes for interrupted searches and escorts, including department-car handling after a shift.
- Added police carrying inspections, public-offence responses, eyewitness questions and contextual reception approaches.
- Added arrest-time appeals and choices when the player is the suspect.
- Added turn-based confrontations with attack/defense choices, stamina, equipment, injuries and readable results.
- Made practical fighting skill, strength and actual character height matter in appropriate combat calculations.
- Added hospital recovery, treatment access and injury restrictions for strenuous activities.
- Added witness and partner follow-ups after fights, with reactions shaped by actual relationships and events.
- Improved multiple-charge handling, pending cases and search continuity to avoid repeated hearing loops or lost charges.
14. PRISON LIFE
- Added a playable custody routine with direct room controls and a prison overview that does not require a phone.
- Added clear sentence, case, service and timetable information.
- Added meals, rest, washing, laundry, duties, supervised yard access and conversations with actual prisoners/staff.
- Added prison clothing and improved the separation between inmate areas and staff facilities.
- Added Twenty-one with an actual cellmate or available partner, visible hands, results, replay and shared score history.
- Added reading, personal-history conversations and more ordinary ways to spend time in custody.
- Added plans involving outside help, agreed preparation, visits and physical supplies.
- Added hiding places and searches that discover real stored items.
- Added prison-related group accounts and knowledge of what was actually said or witnessed.
- Improved release, post-release conversations, employment consequences and the transition back into ordinary life.
- Rebalanced new sentences and repeat-offence handling while keeping the distinctions between warnings, fines and custodial outcomes.
15. VEHICLES AND TRAVEL
- Added transport choices for walking, cycling, taking the bus and driving.
- Added car and bicycle shopping with owned vehicles, model/color, condition, fuel where applicable and actual parking locations.
- Added opt-in household vehicle sharing, preferred vehicles and travel preferences.
- Added transport quotes that account for the people traveling, available seats, resources and the selected vehicle.
- Added warnings before leaving an owned/shared vehicle behind and a route back to its parked location.
- Added fuel, maintenance, recovery and repaint services.
- Added custom vehicle colors with free preview/cancel before purchase.
- Added an optional arcade driving segment with traffic, overtaking, collisions and consequences for the actual vehicle/driver.
- Added driving preferences so supported trips can be played, prompted or handled automatically.
- Added hands-on vehicle repair, saved component progress, final fitting and the option to hand remaining work to normal service.
- Made Mechanics affect manual repair efficiency, with quoted rework costs for mistakes.
- Improved partial-trip and partial-repair recovery and save handling.
- Kept vehicle damage and driver injuries separate, with clearer warnings about each.
16. PLAYABLE ACTIVITIES AND MINIGAMES
- Air hockey: live paddle/puck play, bank shots, actual opponents, anti-stalling turnovers and immediate replay.
- Beach volleyball: movement, contact timing, aimed returns and opponents whose height, strength and skill affect play.
- Basketball: solo shooting or head-to-head play, attack/defense, timed shots and blocks.
- Weightlifting: controlled lift/balance challenges, sets, repetitions and agreed strength contests.
- Darts: nine-dart practice or friendly 301, with separate horizontal and vertical timing bars.
- Pub pool: aimed shots, saved shot animation, real opponents, score tracking and optional wagers.
- Prison Twenty-one: playable hands, actual partners, score history and repeat games.
- Fishing: casting, striking and line tension, purchased rods/bait/lures, spare-rod lending, species/weight records and Keep/Release choices.
- Gardening: purchased planters and tools, planting, watering, weeding, persistent growth and useful harvests.
- Cooking: held ingredient preparation, multiple pans, heat control, flipping/stirring, assembly and serving actual diners or food-truck customers.
- Bartending: actual customer orders, recipe selection, pouring, mixing, appropriate finishing steps and real sales/tips.
- Dancing: a rhythm board with music, timed notes, keyboard/touch input and supported shared dance invitations.
- Karaoke: solo songs, duets and friendly challenges, original music, difficulty choices and nearby listeners. Uses pitch/timing controls rather than a microphone.
- Hospital bedside care: monitoring, choosing a care priority, supplies, stabilization and final handover for a real patient, plus simulator practice.
- Vehicle repair: interactive component work, saved partial progress and a clear Finish repair step.
- Crime-scene investigation: inspections, deductions and notebook completion using the actual case's facts.
- Driving and police pursuits: optional active driving with saved progress and real-world-in-the-game consequences.
- Casino games: roulette, slots and blackjack, with rules, stakes, payouts and saved hands where appropriate.
- Added agreed wagers and standing challenges to supported competitive games.
- Added personal records and a dedicated Games achievement view with descriptions and progress.
- Added pause/help, continuation, replay and save/load support across the new activity interfaces.
- Added ordinary/automatic alternatives where supported, with the activity's real costs and without pretending unplayed practice earned manual-game records.
- Connected supported shared activities to actual invitations, friendship/history and real time, needs, inventory or payment.
17. ANNUAL CITY GAMES
- Added an annual competition event covering basketball, beach volleyball, weightlifting, pool and air hockey.
- Added announcements, registration, brackets, scheduled matches and actual entrants.
- Added event access from the Phone, Calendar and participating venues.
- Added next-match guidance, travel previews, explicit waiting and clearer arrival controls.
- Added real supporters, favorite competitors, cheering and temporary team-color presentation.
- Added opening and awards celebrations with social activities and attendance.
- Added medals, prize money, achievements and annual history.
- Added competition-day work leave for entrants and reduced optional social interruptions on their competition dates.
- Improved NPC preparation, venue travel, check-in and recovery when a scheduled preparation step was missing.
- Separated match results from prize presentation, with protection against repeated payouts.
18. INTERFACE, GUIDANCE AND CONFIGURATION
- Reworked the Journal to distinguish stories, arranged plans, optional ideas and ongoing agreements.
- Added a Now view, clearer status/topic filters, contextual next steps and contact links.
- Added Follow/Hide for optional ideas without treating them as promises or completed tasks.
- Unified event tracking across meetings, dates, relationships, work, civic events and authored stories.
- Improved counts so they match the current filter instead of implying every known agreement is unfinished.
- Added contextual What can I do? suggestions and manual access to the same guidance.
- Expanded the in-game feature guide with instructions for new systems.
- Moved gameplay configuration into Preferences and kept Help focused on guides.
- Added optional horizontal status bars while retaining the original status presentation.
- Improved wide choice menus, portrait selectors, scrolling, list-position retention and fixed continuation/close controls.
- Corrected inverted scrollbars and several overlapping or stale panels.
- Improved room-action placement and hover information for time, money and needs.
- Improved the separation between game boards, dialogue, results and the restored room controls.
- Added clearer reasons for unavailable actions and more usable Back, Stop, resume and recovery paths.
- Improved the distinction between actual barriers and NPC preferences, including shared movement, workplace activities and room crowding.
- Improved household gathering capacity and explicit joining, so an invitation does not silently make the player attend.
- Standardized player-facing activity costs to say minutes, keeping seconds only where the controls use real-time timing.
- Added a collapsible known-people panel in the adult scene selector.
19. IN-GAME CREATOR TOOLS
- World Workshop: choose or create a map, rearrange buildings, edit terrain, set names/lore and preview before applying.
- Location creation: add homes, apartments, public or commercial locations from functional templates.
- Room Workshop: replace backgrounds, configure day/night pairs, edit walking floors, character scale, door hotspots, room rules and available actions.
- Batch room tools: copy compatible floor/scale settings and export multiple staged room changes together.
- World/Location/Room packs: import and export portable bundles containing validated data and artwork.
- Job Workshop: create careers, configure roles, wages, hours, workplaces, capacities and duties, and preview staff assignments.
- Job sharing: export/import career definitions and connect them to installed workplaces and real managers.
- Population Workshop: design household models, family links, ages, naming pools, origins, economic distributions, homes and staffing requirements.
- Population previews: inspect a proposed city before applying future-generation settings.
- Boss and family rerolls: in new-city setup, reroll one generated person, a boss household or all listed boss households, with individual and bulk Male/Female/Random choices. Keep custom families, jobs, homes, ages, family links and funds; refreshed life-history previews retain the new identities when accepting the city.
- Colors & Ethnicities tools: manage save-local palettes and presets, with portable import/export and protection for colors already in use.
- Clothing Workshop: inspect and edit clothing characteristics across the installed catalog, independently of the controlled character.
- Native garment editing: create/import models, edit metadata, categories, prices, coverage, masks and layers, and validate the artwork.
- Release-data export: write selected clothing and room defaults for distribution, with previews, confirmation and backups.
- Main-menu workshop access: prepare supported world, population and clothing content without first loading a character.
- Expanded Cheat Workbench: searchable resident selection, visual need/personality/relationship/body controls, money and practical-skill tools.
- Family Lab: inspect pregnancy and parentage records for development and testing.
- Populate tool: preview and add batches of adults to an existing city using its population recipe, households, housing and staffing rules.
- Memory inspector: browse a selected adult's actual records, with explicit testing support for custom memories.
- Intimacy-network inspector: explore recorded adult connections with selection, pan, zoom and evidence details; co-parent evidence is distinguished from encounter records.
- Added city charts, location/script debugging, activity inspection and guarded stop/move controls for development and testing.
20. INFLUENCING STUDIO AND COMMUNITY CONTENT
These tools belong to the separate Influencing Studio/editor distribution.
- Added a visual story editor with dialogue cards, choices, conditions, effects and branching flow.
- Added an exchange-writing tool for inserting several connected lines, including speech, thoughts and narration.
- Added branch rehearsal, test values, transcript review and Back one step for trying different answers.
- Added JSON import/export, project backups and advanced Ren'Py export.
- Added community interaction packs that bundle several stories into one file.
- Added an in-game pack manager with review, refresh and save-local enable/disable controls.
- Added supported manual Chat entries and automatic event triggers for community interactions.
- Added story milestones that appear in the game's Journal.
- Added a Jobs editor for career definitions and attached stories.
- Added a Population editor using the game's modular population format.
- Added a Memories editor for event wording, personality voices, privacy and witness behavior.
- Added World and Room data panels with portable pack/art round trips.
- Added a standalone offline HTML edition alongside the web editor, with remembered light/dark presentation.
- Added schemas, guides, examples and catalogs describing what the game supports.
- Added machine-readable editor access and command-line validation/export so coding assistants and scripts can work with the same formats.
- Added validation and preview checks to catch invalid imports and missing dependencies before applying content.
21. FIXES, PERFORMANCE AND CONTINUITY
- Fixed repeated family-creation confirmations and job-selection loops after Apply/Save.
- Improved loading saves made during character creation before the city has finished initializing.
- Character-creation edits now apply immediately and are kept by the normal Save button, without the extra “Apply Changes before Saving” step.
- Fixed startup and shared-variable conflicts between newly added systems and older game code.
- Reduced repeated clothing-file scans during character rendering and excluded development-editor folders from the game's asset indexing.
- Improved bounded caching and snapshot-based presentation for map portraits, phone pages, selectors and other expanded interfaces.
- Fixed NPC interaction expiry handling that could skip entries while removing completed interactions.
- Improved partial-action accounting so stopping an activity retains work already performed without duplicating its rewards.
- Improved save/load handling for pending invitations, ongoing activities, paid casts, game results, wagers, repairs and follow-up events.
- Fixed several paths where results, payments, inventory changes or completion effects could be applied again after returning or loading.
- Improved scene return handling and repaired an existing Leave-path error in the adult scene flow.
- Fixed stale group-chat sessions that could prevent later NPC approaches.
- Corrected public/private clothing complaints and clothing refitting after movement.
- Corrected gift recipient selection and gift access while traveling with a group.
- Improved actual-location restoration after travel, doorstep conversations, phone shortcuts and nested activity panels.
- Corrected unwanted building-wide exclusions caused by household bans.
- Improved recovery from interrupted meetings, searches, escorts, work actions and minigame sessions.
- Added feature-specific old-save updates designed to preserve existing residents, appearance choices, purchased items, custom rooms and recorded history.
And yes... that was the compact version. Haha!
One IMPORTANT thing: this is a preview of the version we're still preparing. The remaining adjustments may change some details before release.
And with this many changes, you guys will probably find a ton of bugs. Lol. I'm still adjusting things, but I would be lying if I said I expect everything to behave perfectly on release. If something goes wrong, tell me what happened and what you were doing so we can track it down.
I want you to see what we've been working on while keeping the expectations in the right place. Good good?
Also, the Discord invite on the site is updated now! Those links change from time to time, so if an old invite stops working, grab the current one from the site's home page.
Thank you for supporting me and Influencing, and for sticking around through all this work. I'm excited to finally show you how much the game has changed, and even more excited to see what you do with it.
This is it for now my friends! Take care and goodbye!