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Known Issues:
- Internet Explorer may work poorly, if at all. What else is new?
- Storage-related save failures, especially with multiple late-game save slots occupied.
gl_build_oct_17_2019 (Most Recent)
- Fix: Certain mobility and eating status problems would persist after "stuck in room" event.
- Fix: Using the "skip to act 2" cheat *after* playing 100 days in game would send you back in time, cause weirdness.
- Fix: Another old typo still mentioning 22nd birthday instead of 30th after age revisions.
gl_build_oct_05_2019
- Bug Fix for improper behavior if "tomorrow" option is chosen during "move in" sequence.
gl_build_mar_21_2019
- Bug Fixes for cheat features
gl_build_mar_17_2019
- "Official" in-game cheats for general use
gl_build_sept_28 2018
- Fixed some more typos.
gl_build_july_25 2018
- Fix: A couple of lines from Donna's backstory still assumed a male playable character.
- Fix: A few small conditional errors and typos
- Added: A handful of new flavor texts
- Added: A unique flavor text entry following "sucessful" Mexican food binge
gl_build_july_15 2018
- Fix: Paul moving event incorrectly re-triggers if immobility reached early
- Fix: Typo still mentioning 22nd birthday instead of 30th after age revisions in previous build.
- Tweak: Screen fade effect disabled to make things feel more responsive. Any 'lag' that remains is pure processing delay.
- Added: A smattering of new daily report comments ("flavor text" entries) and corrections. New group of comments at 350lbs. Dropped the "fat-related insight" theme on some of these due to inconsitency.
- New events: Online gaming, Mexican food binge
gl_build_may 23 2018
- A couple of revisions to address concerns about underage characters: The "Deluxe Sponge Bath" option has been removed. The game now opens on the player's 30th birthday, with the intro/backstory suggesting Randy became helplessly big by around 18-20 years of age. (It still implies he was pretty mammoth as an adolescent, logically, but only in summary.)
- Fix: Minor health condition (status) display tweak
- Fix: Hopefully resolved end score event count (38/39 even when all seen)
gl_build_may 4 2018
- Fix: broken sequence / gender selection when starting a new game directly from load screen
- Fix: False error when loading certain game files
gl_build_apr_26_2018
- Fixed: A false "Overwrite" screen appears immediately upon loading game slots that were previously overwritten.
- A full revision of all known gender-related story errors found so far.
gl_build_apr_23_2018
- Hotfix: Infinite loop in one of the new female event versions
- Fixed: A couple of missed female pronoun switches. Probably not the last.
gl_build_apr_22_2018
- Added: Gender selection (some major re-writes, two events now have unique male and female versions)
- Fixed: Improved on-screen feedback when health level is being limited.
- Fixed: Score screen displayed no explanation for "insanity" ending
- Fixed: Event trigger for "belly bed" event might never occur
- Fixed: "Delete" and "Replace Game Slot" confirmation screens incorrectly display contents of slot A for any slot
- Gameplay Adjustment: No health drain on the first turn of a new health condition, preventing unexpected sucker-punch death
- Plenty of small corrections in text
- Added: A new heart attack treatment description/outcome
gl_build_mar_22_2018
- Two-step verification on save slot "replace", consistent with recently added "delete" feature
- Improved load-screen presentation
- Some more tweaks in the health issue display
- Hopefully fixed another loophole that can make "Donna" events appear later than they should.
gl_build_mar_16_2018
- Added: Save Slot Delete option
- Some behind-the-scenes code changes to reduce save file size, hopefully to mitigate save failures.
- Credit requirements reduced for move-in event
- Fixed: Creature infestation shows an incorrect intro screen about infection
- Fixed: Error in minimum credits check for 'emergency' move event
gl_build_mar_15_2018
- Fixed: Early "basically stuck in room" conditions cause sytax error, fail to initialize (problem introduced in Mar 14 build)
- Fixed: Display formatting - if only serious issue is "Health Very Low", unnecessary line break underneath
- Fixed: Smoothed over some "Ton" references to clarify North-American ( short ton) specificity.
- Another dozen typos.
gl_build_mar_14_2018
- Fixed: Massive flaw in event control logic that could potentially make almost any event fail to appear during times of severe medical distress. (Reported example was the freaking finale sequence.)
- Fixed: "Stuck in Room" event could cause the move-in-with-Paul sequence to occur twice if the move was already initiated.
- Fixed: Minor revision on final scorecard
- Fixed: Wording on "missed opportunity" message more helpful
- Adjustment: Slight reduction on medical condition triggering rate
gl_build_mar_13_2018
- Fixed: There's supposed to be an actual score on the score card. You know, after "Your score:" Dammit.
- Fixed: Popcorn event gets stuck, making ending unachievable.
- Fixed: Credit button should indicate "new" when audio link item becomes available
- Fixed: Following medical trial, link goes to 'idle day' instead of auto-advancing a day. Gives chance to prevent unavoidable death from health drain.
- Fixed: A couple of busywork event texts that don't make it clear when you didn't receive a credit.
gl_build_mar_12_2018
- Adjustment: Slightly less terrible chance of sucessful treatments when health is critically low
- Fixed: Events that require Paul won't occur during his announced business trips
- Fixed: Medical Assistance (in the credit spending menu) might go to the wrong routine in the early game
- Fixed: Unintended pause and "EndMedical" link appearing before medical death (leftover from debugging)
- Fixed: Multi-day events (house sitting, medical trials) not reflected on medical condition countdown timers
- Fixed: Health increase not reflected on arrow indicator after "power nap" (on refusal of busywork)
- Fixed: butt-tonne more typos, display tweaks
gl_build_mar_11_2018
- Added basic descriptions for *all* medical treatments
- Added: A few running commentary events to 'encourage' enough credit savings
- Added: New late-game event that follows up on movie theatre visits
- Lots more fiddling with the illness/condition logic. Expecting new issues to pop up.
- Fixed: Optional late game event "Paul Checks In" stuck in recurring loop
- Fixed: Early-game health recovery links sometimes provide incorrect treatment option
- Fixed: Blank "seek treatment" box appearing at certain early game low health range conditions
- Several minor wording changes and corrections.
- No more "placeholder" text entries remaining!
gl_build_mar_07_2018
- Added: Event that remarks upon your first time reaching maximum gluttony
- Added: Preventative check to avoid "zero health" fatality due to health drain during a medical trial.
- Potential fix for apparent regression of Feb 21 issue re: secondary illnesses spawning incorrectly
- Fixed: Corrupted message appears with first-time 'mobility problem' issues in early game.
- Fixed: "Health Very Low" status not always showing approriate "Seek Treatment" option
- Fixed: Health up/down indicator notes changes of less than one full percent
- Fixed: Old working game title (Gaining Leverage) still appears in browser title bar, parts of code
- Fixed: Variant of Sarah's cookie dialogue not triggering properly re: refused previous order
- Fixed: Error message appearing instead of 'flavor text' messages at a particular mid-game weight range.
- Fixed: Gluttony 'nudge' not always accompanied by on-screen message.
- Polished the "status bar" help popup messages.
gl_build_mar_05_2018
- Added: Overall health cap that decreases with weight
- Added: 'popup help notes' for all status bonuses
- Added: New yard/housework text variants if you become stuck in your room.
- Fixed: Missing spending option for "Audio Link" support item
- Fixed: Suggestion about 'healthy nap' now only appears when health can be meaningfully improved
- Fixed: Status display errors for digestive cramps or food poisoning, introduced in previous build
- Various minor wording and formatting changes
gl_build_mar_03_2018
- Added - Sensible food intake reduction caused by digestive cramps or food poisoning
- Added - New Variant of Anniversary event to accommodate lower weights
- Added - New ending for excessive foot-draggers
- Added - A couple new medical trial variants
- Adjustment - More meaningful health drain effects in early game
- Several corrections in final sequence
- More pacing and difficulty tweaks
gl_build_feb_28_2018
- Added - Some status bar feedback regarding 'defibrillator' item.
- Added - Warning screen if attempting to participate in a medical trial while experiencing dangerous health drain.
- Added - Diminishing returns on 'Diet' events
- Added - Suspicious temporary lockout on dieting events when it happens to be inconvenient to the plot.
- Fixed - milestone display behavior when final ending is reached
- Fixed - Rare case where Gluttony stat may overflow
- Fixed - Reworded some medical options, corrected menu error that confused 'digestive distress' and 'bed sores', tweaked menu formatting.
- Fixed - During 'critical' health problems, non critical events will be correctly deferred.
- Fixed - Incorrect inventory value update regarding late-game health item.
- Adjustment - Option to use credit for general health recovery appears sooner (at higher health values).
gl_build_feb_27_2018
- Added - More references to stairs! Thanks Shalion.
- Added - Special ending for weight loss enthusiasts
- Added - Option to "shotgun" cure 3 or more medical conditions at once with a medical team
- Added - Variations on a couple endings to acommodate lower weight descriptions.
- Added - Paul's Chores cause injury/health penalty at higher weights
- Fixed - Some events related to 'Donna' character were incorrectly triggering after her involvement had ended.
- Fixed - weight loss amounts display correctly (ie. after diet)
gl_build_feb_26_2018
- Added – Game Saves!
- Added – “next milestone” teaser display
- Added -- new event “balanced diet” to soften difficulty late in the game.
- Added -- variations of Paul’s yard-and-housework events may now appear after you’ve moved in, provided you’re still mobile.
- Added – Some previously missing code to handle “defibrillator” item.
- Fixed – Heart Attack treatment attempts failed EVERY time. Whoops. A tad harsh.
- Fixed – Heart Attacks were only supposed to occur after “first heart attack” scripted event, but could be triggered earlier as a secondary effect of a panic attack.
- Fixed – “you’ll be up and about in 9999x days” appeared and displayed continuously if moved to Pauls during mobility problem.
- Fixed various typos
gl_build_feb_21_2018
- Fixed: some broken logic in the medical treatment access
- Fixed: inconsistencies in low-health display and options
- Fixed: behavior where an illness might still spawn a secondary illness, even when the primary was cured on the previous turn
- Fixed: Various display glitches in the anniversary-birthday events
- Different wording on the refusal options in Paul's busywork events
- Probably a couple dozen typos and minor word choice changes