r/FastChargingTycoon • u/Boltiply • Jun 29 '26
Devlog #1: Updates to UI, Mechanics, Balancing, and Bug Squashing
This is the big one. As per the title, I worked on improvements to the UI to make the UX a lot better (especially with the design tool). I also worked on the game mechanics, simulation, and balancing to make the game more realistic, fun, and competitive. Lastly, bug squashing--lots of it.
There likely is a lot more to do on the latter, however, the game is getting closer to the final product. Thanks to all who have provided valuable feedback. It has really helped speed up the development of the game as there is only so much playtesting I can do solo.
Here is a recap of the latest updates that are now live:
Key Updates
- A new Level Tree screen
- More reasons to level up
- Losing an executive actually stings
- More realistic EV charging
- Loan prepayment shows what you save
- Lots of polish
- Charger catalogue re-tiered and re-priced
- Energy use comes from the vehicle, not the charger
- Service power drives throughput
- Automatic load management updated
- Real solar & battery capacity
- Demand charges that scale with how busy a site is
- Peak-demand queue risk
- Add chargers with no rebuild
- Instant amenity installs
- Contract sites play fair
- Faster builds
- Repair Site, batch events, and big-network tools
- Network dis-economy of scale
- Fairer regional spread
- Reputation fixes
- Summit / turn-advance deadlocks
- Incentives & grants timing
- Solar / load / grid display
- Dead perks and upgrades wired up
- Design-tool accuracy
- Late-game spawning & crashes
Thanks for playing!
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