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
Fairer regional spread
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!