published on 22. Juni 2026 in devlog
Measure and Adjust - Development Log #535
The language this post was written in (Englisch) differs from the one you have currently selected (Deutsch) as we do not have a translation available at this time.
published on 22. Juni 2026 in devlog
The language this post was written in (Englisch) differs from the one you have currently selected (Deutsch) as we do not have a translation available at this time.
In this week's devlog Michi talks about the recent maintenance release and the database issues it brought to light.

On Wednesday we shipped maintenance release 2026.06. As usual, you can find the full release notes in the forums. Here are the major changes:
Screen variables is a new feature that allows you to define a set of typed variables per screen. This can be used to build dynamic screen setups: for example, one could build a commodity exchange screen that has the order book, chart, order mask etc. Changing the commodity variable would change the contents of each command simultaneously.
We also added post-tutorial contracts. New players joining after the release date will receive another set of contracts that help them work towards a second base.
The PROD command was overhauled and now gives a way better overview of your production lines.
The update itself didn't go as smoothly as I expected this time. A few database performance issues surfaced, impacting the overall performance of the game. I have identified at least two separate issues that I want to address in the coming week. So far the game is stable and playable, but improvements have to be made.
I also looked into a concept document Fabian wrote a while ago, called Dynamic Inflation Adjustments. As many of you have stated countless times, having static values for the market maker bids and asks, which can only be updated manually, might not be the best option going forward. We are now looking into more dynamic options. The document basically has two parts.
The first one is about measuring inflation and visualizing it. This will be the foundation the dynamic part is based on. We might even make this data available in-game, we run an economic simulation after all. I take it many players would be interested in that.
The second part is about adjusting three things dynamically: the market maker orders, the faction contract rewards and the starting capital for new companies.
As usual, I will go into the details once I start with the implementation. I just wanted to leave this as a heads-up on what's coming.
As always, we'd love to hear what you think: join us on Discord or the forums!
Happy trading!