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Alpha 0.3.0.1 Patch Notes

Updated through 2026-07-01

Current Supporter BuildNot Yet Public

0.3.0.1 combines the 0.3 main-quest and systems update with the 0.3.0.1 quest-flow and player-UI polish pass. These final patch notes cover Memory Recovery, failed-heist recovery, the end-of-current-content state, economy tuning, prison custody, random city NPCs, business management, keyboard controls, and in-play management surfaces.

Main Quest

  • Memory Recovery continues the lost-night investigation. After Dr. Takemi gains Volthex access through either the payment route or the holo-body heist route, Bryan follows up after a three-day wait with a new Patchwork Clinic lead.
  • Patchwork Clinic can restore the Utopia night. The new memory recovery scene reconstructs the bar encounter, drink handoff, car sequence, Volthex call, side-entrance clue, exposed ID and bike registry, Bryan's intervention, and a major Mariah/Mary reveal.
  • The current main-quest frontier is cleaner. The recovered memory completes the immediate lost-night objective, closes the Memory Recovery quest, and leaves Bryan and Takemi with concrete follow-up threads instead of a permanently active partial objective.
  • Failed Red Lotus jobs respect Takemi's recovery-cost debt. If the holo-body heist fails before Takemi has enough samples, Memory Recovery stays locked behind Cover sample costs until the player clears that branch.
  • Bryan's Patchwork invite waits for the recovery path to be ready. Phone prompts and Patchwork Clinic actions now agree about whether Takemi can actually proceed.

City, Economy, And Systems

  • The early economy has been rebalanced around work XP. Warehouse now pays 60 Credits as the steady no-identity-drift job, Femmecat pays 75 Credits as the faster feminizing job, and Ebis Pawnshop pays 40 Credits as the lower-pressure Gutter reputation and skill-training job.
  • Core body modification prices are lower. CyberClinic body frames, breasts, optional transition surgery, and Plastic Surgeon face changes now cost less, making body experimentation easier to reach.
  • Ebis fencing improves with pawnshop trust. Stolen and counterfeit goods still start at a 50% base sell rate, but Ebis job XP raises that accepted rate at later work milestones.
  • LustLink explains apartment return costs before charging. Morninwood Lane now opens with an apartment overview, separates the non-returnable return deposit from normal Sunday rent, and only spends Credits after the final Rent choice.
  • Prison custody is now a first-class state. Certain police outcomes can send the MC to a short custody sentence with a prison-cell hub, schedule, Personal tools, wardrobe access, conviction-time panel, and fixed day routine.
  • Prison routine V2 adds routed choices and reputation. Yard time, evening free time, canteen lunch, showers, confrontation outcomes, and Prison Reputation now give custody its own playable rhythm.
  • Prison release has a safer clothing flow. Release processing now opens a dressing step so the MC can use emergency basics, owned clothing, storage, or item sets before leaving.
  • Living-city random NPCs can appear in public hubs. Downtown, Neon Mall, Nightlife, University, Sterling Row, Residential Quarter, and the Gutter can roll ordinary civilians with generated names, archetype text, and quick interaction menus.
  • Risky random NPC actions use normal skill checks. Small Talk is safe training, while Pickup Line, Pickpocket, and Extort use Charisma, Deception, or Strength checks with authored consequences.
  • Public undressing now warns before escalation. Removing clothing outside is allowed when it newly exposes the MC, but the inventory asks for confirmation before sending the scene into the police/public-exposure route.
  • Residential burglary is easier to find. Look for House To Break In stays visible before evening, uses the normal blocked-action modal when too early, and no longer requires upfront Credits.
  • Burglary caught outcomes separate bribes from punishment. Paying 100 Credits is now an explicit bribe choice, while refusing or failing escape routes can lead to burglary custody.
  • Business ownership V1 is playable. Players can buy, rename, fund, staff, move, upgrade, brand, and review the ledger for their first business.
  • The Hot Dog Stand is the first authored business. It has a purchase price, daily operating cost, staffed shifts, a starting worker, hireable candidates, location management, and daily performance results.
  • Business Assistant supports hands-off management. Owned businesses can use a global or per-business assistant that plans staffing, shifts, upgrades, branding, and locations while protecting a reserve balance and taking a fee from profitable days.

Interface And Controls

  • Business Management now teaches itself in-game. The Manage Business overlay includes a Help tab, a first-open tutorial, clearer listing cards, projected daily net, readable purchase shortfalls, and a stronger owned-business dashboard.
  • Business funds and performance read like a dashboard. Deposit and Withdraw are separate cards, estimates are labelled Projected Daily Net, and performance charts show recent gross, wages, operating costs, assistant fees, and net results.
  • Business branding is preview-first. Logo, menu, and future customization choices preview before charging, with Confirm and Cancel preserving the committed option until the player chooses.
  • Bills and businesses are easier to reach from the phone. Once the phone is available, Manage Bills and Manage Business appear as phone apps that open the existing management panels directly.
  • The right sidebar now has an inline Phone. The compact phone section exposes the same apps as the full phone, includes unread badges, and can switch between short and tall views.
  • Sidebar phone and preview panels hold their width better. Opening visual previews and the compact phone together should no longer cause horizontal overflow.
  • Desktop keyboard controls now cover the main play loop. Number keys activate visible choices, Space advances clear Continue/Done/OK buttons, Left Ctrl activates visible location back buttons, and skill checks have keyboard support for roll and Willpower options.
  • Keyboard hints appear where shortcuts apply. Choice buttons, close/continue buttons, and back buttons show restrained desktop-only keycaps when the shortcut is available.
  • Settings now includes a player-facing Controls reference. The Settings overlay lists the current keyboard controls without exposing developer-only shortcuts.

Route And Scene Polish

  • Victor's first bar encounter has more video coverage. Male and feminine-male no-chastity routes now show matching inline videos for riding, from-behind, and wall-sex branches, while chastity variants keep their separate presentation.
  • Late corruption pressure is no longer a blanket dice penalty. Desperate to Please still marks the dependency stage of the female corruption route and can affect authored checks, but it no longer gives permanent disadvantage to every dice check.
  • Eva's regular teddy first-sex route stays in the correct body path. The foreplay check now keeps male and female MC routes separated before the bed scene.

Fixes And Stability

  • Random NPC actions lock per generated person. Trying an interaction disables only that action for that specific generated NPC, while leaving and meeting someone new creates fresh interaction rows.
  • Random NPC rewards and recovery now consume time. Small Talk, Pickpocket, and Extort spend a phase, preventing phase-free loops.
  • Business banners are more resilient. If a business image fails to load, the business card falls back to the business icon and name instead of showing broken-image text.
  • Housing re-entry has clearer payment behavior. Short-on-Credits players can inspect the listing and scan without paying, while funded players only restore housing after the final Rent route resolves.
  • Gameplay shortcuts respect visible layers. Modal and popup controls win over background passage shortcuts, so Space or number keys should activate the visible UI instead of the page behind it.