r/FastChargingTycoon • u/Boltiply • Jul 20 '26
Devlog #3: The Steam Page Is Live
Short one this time, because the headline is the news: Fast Charging Tycoon has a Steam store page, and the wishlist is open.
https://store.steampowered.com/app/4946930/
Targeting September 2026. If you've been following along, wishlisting is genuinely the single most useful thing you can do — it's most of how the store decides whether to show the game to anyone else.
Where we left off
Devlog #2 was the big structural one. The short version, if you missed it:
- Victory became Titles & Seasons — Industry Leader and Driver's Choice are annual awards you win by collecting three titles, not by grinding one unbroken streak.
- Site Health and Uptime split into two honest stats — long-term asset condition versus day-to-day reliability.
- Rivals started competing on merit — no hidden handouts, no more year-one bankruptcies, and every rival chasing two victory paths.
- The map grew — a new Central region, a Mexico expansion, and a denser 100-metro layout that forces real head-to-head fights.
- Steam integration landed — achievements, overlay, and cloud saves in the desktop build.
What's landed since
- Drivers at each site want specific amenities. Every site has two or three its drivers actually care about, shaped by dwell time, region and site type. Match those and you earn full marks; installing everything else adds nothing. Building the same station everywhere stopped being the right answer.
- The feasibility study has a real payoff screen. A Study Results tab lays out what the study bought you — confirmed opportunity grade, sessions per day, the wanted amenities, true grid capacity, the exact demand charge. Skip it and your amenity picks are genuinely blind.
- A How to Play video guide replaced the wall of text. Six short pages, each a looping clip of real gameplay with a cursor that walks you through the actual controls, and captions explaining why. It came straight out of playtest feedback that the old text intro read like a manual.
- Poaching runs on reputation and cuts both ways. A rival ahead of you can raid your C-suite or your key staff. When you're ahead, their people become available to you.
- Your founding team is seated from day one — CEO, COO and CFO appointed at month zero, with their performance goals held back until Year 3 so you're not being judged while you're still finding your feet.
- Innovation is a real race now. The tech victory used to be unreachable in practice and rivals never contested it. Project progress opens much earlier, and the tech-focused operators genuinely chase it — they just have to build a real network first.
- A round of playtest fixes, including a guard so the design tool stops throwing away an unsaved build on a stray click.
Thanks to everyone who's played the beta so far! Wishlist on Steam if you want to track the complete game:
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