Greetings, ๐Ÿ‘‹

Welcome to a brand new episode of your update on our progress. We will share some balances we are making and conclude by looking at the latest upgrade management flow.

As always, we are eager to read your contributions and get your feedback on these changes. You can share your thoughts by replying to this email ๐Ÿ“ง or joining us on Discord. ๐Ÿ‘

But first, here’s the latest version of the ordering user interface. ๐Ÿ›’

Balancing โš–๏ธ

  • Expiry: Recall that besides storing drinks, cold storage extends the shelf life of your patties and cheese? Without cold storage, your ingredients will expire after just one day. However, with cold storage, patties and cheese can last up to three days!
  • Storage: Previously, storage management was not a big part of the game play mechanic. Thatโ€™s because the storage was too large to be a consideration. In the new version, storage will be smaller and easier to max out.

Hopefully, this will enhance your resource management experience in the game.

  • Students: The Student segment has always had the highest price sensitivity. But with the introduction of customer segment research/unlock, itโ€™s now tougher to be profitable while serving Students.

To mitigate this, we are reducing their price sensitivity so they can buy at slightly higher prices, and you can be profitable.

Upgrades Management ๐Ÿ› ๏ธ

Buying and selling stand upgrades was another process some players needed clarification on. ๐Ÿค” Because of how we displayed the upgrades, players didn’t know they could be resold after purchase (albeit at a discounted rate after 24 hours).

Also, some missed the effects โฌ†๏ธ โฌ‡๏ธ of the new upgrades on their business because that data was only available in the upgrade’s tooltips. ๐Ÿ’ฌ

We fixed this in the new design by adding an area for upgrade selection that shows the description of the upgrade, itโ€™s effects, and price.

Hereโ€™s how the information architecture currently looks:

Adding a buy and sell button to this area makes missing the sell upgrade function and price impossible.

We also improved the presentation of the Vehicle Upgrade function, making it more explicit and accessible.

We retained the separation between the Upgrade Vehicle and the Sell Vehicle area from the previous design. That’s because Vehicles can’t be downgraded โฌ‡๏ธ, only sold. ๐Ÿ’ฐ

Selling a vehicle and its related costs is a decision that requires its own view so players can see all the data ๐Ÿ”ข they need.

And thatโ€™s a wrap for today. Cheers ๐Ÿฅ‚

Donโ€™t forget to Wishlist the game if you havenโ€™t!

Live Long and Prosper ๐Ÿ‘‹,
Kunal & Team