← Gaming news
Steam announcementView the game on SifterSeptember 8, 2026

v0.3.0 — Stuck receptionist fixed, save files protected, interface scaling

Thank you to everyone who reported problems in the first few days. Two of them were serious, and both are fixed.

The receptionist getting stuck

Once your facility grew, the manager could freeze on 6/6 queued calls and every new call was logged as missed — one player reached over 900. The cause: when the manager closed one call and another was already waiting, the game closed that one instantly too, and the timer that clears the call on screen never re-armed. The queue stopped draining. It only appeared in bigger facilities because early on the voicemail queue is usually empty.

Fixed, with a second safety net that keeps the queue moving even if the first one ever fails. We also found the manager could not keep up at peak demand, so calls they close now clear faster.

Save files could be lost

Autosave runs once a second, and in a long game a single write can take longer than that. Every write used the same temporary file, so two overlapping writes could collide and a half-written file would replace your save. The game then showed the slot as empty. Writes are now queued, each uses its own temporary file, and we keep a backup of the last good save and restore from it automatically if anything is ever unreadable.

Audio

• Match sounds (whistle, crowd, goals) now have their own volume slider. • Lowering sound effects genuinely silences the whistles — the reverb was bypassing the volume controls entirely. • The kickoff whistle no longer plays when a match ends, and simultaneous kickoffs are announced with a single whistle instead of one per pitch.

Interface size

Settings → Display now has an interface scale slider, 80% to 160%. It scales the HUD and menus only, so the facility stays sharp.

The facility feels busier now

Some of you said the game goes hollow once you hire a receptionist — that you are just watching the money go up. Fair, so we changed a few things.

• New events. Downpours, pitch damage, council inspections and scouts turning up, each with a real decision and a real cost. A neglected facility now sees several a day; a well-staffed one with good pitches sees very few, so staff and pitch upgrades finally pay off visibly. • Reputation actually moves. It used to pin at five stars around day ten and never move again, which is why brawls felt like they did nothing. Gains now taper as you approach the top while penalties keep their full weight, so reputation settles at a level that reflects how well you actually run the place. • Your manager is a policy, not an autopilot. Set their pricing line — fill the calendar, balanced, or firm. Firm pushes above budget and some teams will hang up. Which one wins depends on whether your calendar has room, so the right answer changes as you grow. Evening subscriptions can also be put through to you instead of being closed automatically. • Goals. Three timed targets are now on screen, drawn from your own recent performance, with cash and XP rewards.

Full changelog is in the game files. Keep the reports coming — they are what made this update.

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.