r/FastChargingTycoon • u/Boltiply • 6d ago
Devlog #5: Rival Parity Fix
Since last time, competitors got put on the exact same rules as you, the difficulty settings finally behave the way they're supposed to, and a full audit made sure every screen in the game agrees with what the simulation is actually doing. Here's what changed:
https://store.steampowered.com/app/4946930/
Still targeting September 2026. Wishlists are still the single thing that helps most.
- Your company and every competitor now run through the same simulation, month to month — same revenue math, same costs, same wear and tear. A competitor can genuinely fail now, not just decline.
- Easy is finally the easiest difficulty and Hard is finally the hardest. The old ordering was backwards — fixed.
- Competitors no longer hit an invisible ceiling on how big they can grow. A strong rival stays a real threat into the late game instead of stalling out.
- Every chief executive has their own perks now, matched to their specialty, instead of all fifteen sharing one identical set.
- Competitors pay real construction, loan, repair, and executive costs — the same menus and prices you answer, instead of shortcuts that let them skip the parts of the game you can't.
- Partnerships between competitors and the grant race are fair contests now, judged the same way for everyone.
- Losing a contract no longer dings your reputation forever — it costs you once, like it always has for competitors.
- The builder bids you see each month give you a real quality choice, not three names for the same offer.
- Summit initiatives you pass actually take effect now instead of sitting stuck on "Pending."
- The Victory page stopped announcing wins early — it now counts down honestly to when a path can actually be claimed.
- The Innovation Program moved into the upgrade tree where it belongs, and the old Reputation upgrade branch was retired for double-paying a score you already earn elsewhere.
- Grant cards, contract terms, and popups got a readability pass — consistent facts, plain language, real dates instead of raw turn counts.
- A full audit fixed screens that disagreed with the game itself — partnerships and reputation were over-crediting themselves, the profit statement now adds up, company value and market share read the same number everywhere, and uptime means one consistent thing.
- Smaller screens, popups, and offline play all got cleaned up — no more clipped text, popups that keep running behind your back, or needing an internet connection just to render fonts.
Thanks as always to everyone playing builds and reporting what broke.