Update Log

Built in the open, one shift at a time.

Every version of Fulfillionaire since the first carton rolled off the dock. The game is actively maintained — new builds land here first.

v1.0.2

New sounds, a new logo, live stats and ad boosts

  • All-new sound effects: every station now has its own sound — the dock, the stow beep, the pack-bench tape, the sorter, the vans and more — plus fresh sounds for buying, milestones, jams, rushes and rewards. Busy moments stay clear instead of piling up. The music hasn't changed.
  • Shift Report: a live stats panel at the top of the command panel on desktop (under the stations on phones) shows your income, auto income, multipliers, active boost, lifetime and run earnings, GO PUBLIC progress, parachutes and more, updated every second. Tap LESS to shrink it.
  • Easier buy amounts: the ×1 / ×10 / ×100 / 🎯 NEXT / MAX buttons now light up clearly so you always know how many you're buying.
  • Watch an ad for a boost: under the warehouse scene, an optional ad gives you ×2 income for 30 minutes. It's always your choice. When no ad is available the card says so, and there's a short wait between ads.
  • New logo: meet the hard-hat box! New app icon, header logo and share image.
v1.0.1

Header buttons fixed, command panel moves left

  • ☰ Menu works: it now slides the full menu with labels out over the page. Press it again, press Esc or tap outside to close it. On phones it opens MORE.
  • 🏠 goes home: the house button takes you back to the FLOOR, scrolled to the top. The SITE link in the menu still goes to the website.
  • Command panel on the left: on desktop, the managers, upgrades and boosts panel now sits on the left beside the menu, and the warehouse scene is on the right. The panel still slides away (now to the left) and remembers whether you left it open.
v1.0.0

The Night Shift release — new art, a live warehouse floor, and more feel

  • All-new art: all 10 stations, all 10 managers, and the boxes, carts, forklifts, vans and trucks are redrawn in one isometric "night shift" style. Station cards show the station art with a level badge, a gold ×2 milestone bar, and a bigger BUY button. Locked stations show as dark silhouettes until you open them.
  • A live warehouse floor: FLOOR opens on a scene of your warehouse. Your crew walks the floor (one worker per manager you hire), each finished run sends a box down the conveyor, and forklifts, vans and trucks pass through. The building grows through 5 stages, from a garage to a city-skyline HQ. A floor-news ticker runs underneath. On desktop the scene stays pinned on the left while you scroll the stations, and the command panel slides away with one click.
  • Bigger moments: new stations light up when you open them, new managers get a HIRED stamp, the shift report rains boxes and coins, and going public rings the bell with ticker tape. Android phones get a light buzz on buys. All of it follows ⚙️ Settings → Motion & Effects.
  • Themes go further: the unlockable Neon, Holiday and HQ themes now recolor the whole game, not just the backdrop. Peak Season tints the floor amber.
  • New icons and faster loading: a new app icon and browser-tab icon, and clean line icons in place of emoji in the menus. The art now loads as 3 small image sheets instead of 19 separate pictures, the font files are trimmed, and the backdrop animation does less work on phones.
  • Fixed: backgrounds you bought with 🪂 no longer disappear when you Go Public, and the Board Room no longer goes blank right after going public.
  • Saves carry over: no balance or save changes. The music is unchanged.
v0.10.23

Night Shift look — readable, calmer, punchier

  • One popup at a time: the welcome, offline-earnings, calendar and board room screens now wait their turn. The shift calendar no longer opens on day one, and tips queue up instead of stacking on top of a popup.
  • Easier to read: deeper navy colors, a cleaner type set (Inter for the interface, JetBrains Mono for money, Big Shoulders for headings), no text smaller than 12px, and white text on blue now passes contrast checks. The wordmark fits on one line on phones.
  • Phone nav is 5 tabs: FLOOR, CREW, UPGRADES, JOBS and MORE. MORE opens Boosts, the Board Room, the calendar and Settings. Station cards get a bigger BUY button, and the repay time moved under the card so it no longer spills out of the button.
  • More feel, your choice: buys pop, cash floats merge, milestones get a stamp, and rapid buys rise in pitch. A new ⚙️ Settings → Motion & Effects switch picks Auto, Full, Reduced or Off. Auto follows your device's reduce-motion setting.
  • Fixed: backgrounds you bought with 🪂 no longer disappear when you Go Public, and the Board Room no longer goes blank right after going public.
  • Saves carry over: no balance or save changes. The music is unchanged.
v0.10.22

No fake ads, no shop — boosts are free

  • Simulated sponsor ad removed: the placeholder "sponsored" screen is gone.
  • Simulated shop removed: the beta shop page and its simulated checkout are gone. Fulfillionaire has no purchases of any kind.
  • Boosts are free: every boost card has a FREE claim button, with the same 8-per-day limit as before. DOUBLE IT on the shift report uses one of those free claims.
  • Saves carry over: nothing in your save changes, and anything you already earned stays.
v0.10.21

Debate rulings shipped — payback on every BUY, goal strip pinned, event pill tamed

  • ⏱ Payback ON the buy button: every BUY now shows its repay time right on the button (e.g. $12 · ×1 · ⏱2m 2s) — the button is the pitch. No more hunting the stat line under the card.
  • 🎯 Objective strip above the station list (mobile): training chain + current goal are pinned in a sticky strip right over your stations, always visible, with an ember READY pulse the moment you can afford the goal.
  • 🎃 Event pill docked: the NIGHT SHIFT pill now rides above the bottom nav at z-30 — behind every modal scrim. It can never overlap the Board Room again.
  • Shipped from a 3-designer debate: mobile-first, idle-veteran, and brand camps argued the layout; all three independently condemned the left icon rail (its execution is queued next).
v0.10.20

Mobile scroll fix — every modal reachable on any screen

  • Reported from a real phone: "it doesn't scroll on mobile." Diagnosis: every modal (welcome, shift report, ads, calendar, prestige, settings) was pinned to align-items:center — on a short screen the card's top was clipped and unreachable. The page wasn't frozen; the card was.
  • Root fix in one shared class: modal overlays now scroll (overflow-y:auto) and cards use the margin:auto pattern — centered when short, fully scrollable when tall. All six modals fixed at once.
  • Verified headless at 390×300: welcome card scrolls, LET'S GO button reachable.
v0.10.19

The big-upgrade moment

  • A dedicated fanfare: buying an upgrade now plays its own rising four-note synth fanfare with a sub-bass thump — no more sharing the soft chime with every other click.
  • Gold burst pop: a big ×N PROFIT label erupts from the button and rises, ringed by a burst of coins and cartons, a shockwave, and confetti.
  • Screen shake: the whole warehouse rumbles on every upgrade buy (throttled, so rapid buys stay readable).
  • Why: hitting a big upgrade is the game's signature smile moment — it should be the most juiced interaction in the building. Now it is.
v0.10.6 – v0.10.18

Four review rounds — R4 through R8

  • R4 (v0.10.6): theme, layout, and background engines — night shift, appearance settings, one consistent station grid.
  • R5 (v0.10.15): contract board, R&D lab (research points fund permanent upgrades), rarity boost cards, balance monitor.
  • R6 (v0.10.16): version stamp, in-game changelog, balance panel with retention stats.
  • R7 (v0.10.16–17): first-time experience — Rigo auto-hires after 5 taps, 6-step guided training chain, rebuilt shift report, daily + weekly quests, opt-in notifications.
  • R8 (v0.10.18): blue-brand overhaul, first-10-minutes rebalance, guides, consent-gated ads, and 17 bugfixes from the playtest list.
v0.10.5

Round 3 — the graphics pass: tap bursts, glow, silhouettes

  • Tap feedback you can FEEL: every RUN tap now erupts in a coin + box burst with a scale pop on the bar, the combo chip flashes on every streak tick, and big combos shake the screen with crate confetti.
  • Cash count-up glow: the money counter rolls up faster and glows gold every time income lands, flashing red when you spend.
  • Rarity-colored boost cards: rare cards are violet-tinted, epics are amber with a corner ribbon — no more squinting at tiny labels.
  • Milestone progress bars: every owned station card shows a thin gold bar filling toward its next ×2.
  • Manager silhouettes: locked managers are now mysterious ??? figures revealed (with a flourish) the moment you own their station; hired managers get bigger ringed portraits and a level-up celebration.
  • Goal chip: the long Next line is a compact chip with a live progress ring; hover for the full math.
  • Buy-mode slider: the ×1/×10/×100/🎯 selector glides an orange highlight under the active mode, and every BUY button shows its total + per-unit price on hover.
  • Cleaner floor: background art no longer peeks between rows, collapsed stations span the full grid width, small text is 10–11px in a lighter grey, the AUTO badge is a pulsing pill, idle station art freezes on a still frame (running stations stay animated), and the on-page About blurb tucks into an expandable section.
  • Landing page: station screenshots are bigger with a hover zoom.
v0.10.4

The 25-item round — economy, juice & readability

  • Real-ad economy: Express Advance now pays true running income (its own label was being overpaid), tap payouts scale with how much you own (every 20 units = +100% tap power), early prices rebalanced (Receive Dock pays more, Bin Betty & Pod Paulette cost less).
  • Boost cards got a facelift: rarity rings (common / rare / epic), bigger icons. CLAIM applies instantly — no extra USE step.
  • Ads that respect you: refresh countdown on the boost tab, 7-day streak pays +1 Rush Shift and 2 bonus ads, occasional bonus ads from rewards, and a SKIP AHEAD button appears on the goal bar when the next unlock is 15+ minutes out.
  • Juice: tap box-pops + screen shake on big combos, HUD money punches green on big grants, crate confetti on CLAIM, combo counter pops at ×2/×3/×MAX.
  • Readability: dim text is near-white now, unaffordable prices read amber, affordable BUY buttons are bright green, far-future stations collapse into slim rows, and mystery managers show as silhouettes.
  • LIVE-tag bug fixed: Rush Shift 2h no longer shows LIVE when you own none of it.
v0.10.3

The playtest pass — 18 fixes from the founder's own shift

  • Faster opening: manual runs now pay ×8, the first few docks are cheaper, and Rigo Rigs joins free when you finish training — your first automation lands in minutes, not an hour.
  • 🏆 Achievements: 12 launch achievements (First Cycle → IPO Day) live in the Board Room, each with its own unlock toast.
  • Honest numbers: the top bar now shows true automated $/s (it was counting stations nobody ran), the goal line says "$X to go" instead of a cryptic countdown, and giant ETAs format properly (~21.2K taps, not ~21234×).
  • First-unit pricing bug fixed: buttons showed $181 for a $180 station — floating-point rounding — now exact.
  • Upgrades tab is always open: locked upgrades show their unlock condition instead of hiding the whole tab.
  • Boost clarity: owned ×N and LIVE timers are per-card now — no more phantom LIVE badges on boosts you don't own.
  • Popups behave: tutorial plays before the name popup, Escape and outside-click close popups, toasts cap at three so they never bury the combo chip.
  • Readability: dim text brightened, cards sit on a stronger scrim over the animated backdrop, manager names never truncate, PLAY button contrast up, /faq.html is back (404 fixed), and declining cookies now also switches off anonymous usage stats.
  • Still true to the sim: $1M ≈ 62h, $1T ≈ 290h in the optimizer model — the long arc holds.
v0.9.6

Coached onboarding + tradeoff math

  • Contextual coach: the tutorial now walks the real UI — tap a station, make a buy, hire Rigo — spotlighting each element and waiting for you to actually do it.
  • Tradeoff lines: every station buy shows "+$X/s · repay ~Xs"; managers show what they automate; upgrades show their exact +$/s.
  • Goal line is tappable: tap "Next:" to jump straight to the station, manager, or upgrade it recommends — with the reason spelled out.
  • Crew Sync hints: stations within 5 of a milestone flag the incoming +25% ALL bonus.
  • Progressive reveal: BOOSTS and BOARD ROOM unlock as you earn them; purchase modes start simple (×1 ×10 🎯).
  • Honest ad offers: watch-ad buttons now say exactly what you get ("+$12K", "×2 · 15m", "2× 🪂").
  • Anonymous usage stats (self-hosted, no identifiers) with an off switch in Settings — full details in the Privacy Policy.
  • Reserved display-ad slot on the home page, activated only when an ad unit is configured.
v0.9.5

Audit-polish build

  • Main gameplay music: "Warehouse Rhythm" now headlines the rotation.
  • Mobile site menu — no more off-screen nav links at phone widths; ▶ PLAY always visible.
  • Honest income labels: HUD shows effective rate (boosts included) plus a separate auto figure; goal countdowns use real idle income, or tell you exactly how many manual runs you need.
  • Exact fast-forward value: every Express Advance shows its precise payout before you spend it.
  • Accessibility: pinch-zoom restored, 44px touch targets, run zones are keyboard-operable with visible focus.
  • Site metadata: social preview image, /play/ canonical + description, trailer gets native controls.
v0.9.3

The website build

  • This website! Content-rich home page, About, Update Log, Contact, Privacy Policy, and Terms — the game now lives at /play/.
  • In-game footer with site navigation and privacy links.
  • Home button (🏠) in the game header for one-tap return to the site.
v0.9.2

AdSense display ads

  • Display advertising arrives: Google AdSense Auto Ads plus one clearly-labeled responsive sponsor strip away from game controls.
  • ads.txt published at the domain root, as Google requires.
  • Rewarded "watch an ad" boosts remain simulated on web — real rewarded video is planned for the Android build with AdMob.
  • Dev preview mode (?ads=1) to inspect ad layout with zero network calls.
v0.9.1

Cross-browser polish + root migration

  • Automated three-engine testing (Chromium, Firefox, WebKit) across four viewports — zero console errors on all 12 passes.
  • Game moves to the domain root: playfulfillionaire.com becomes the canonical home; the old /playtest/ path is retired.
  • Fixed a WebKit cold-start race that could stall the render loop.
  • Layout pass: the wide-desktop empty space is gone; the wrap now scales cleanly from phones to ultrawide.
v0.9.0

Cloud saves

  • Firebase cloud backup: optional Google sign-in syncs your empire to the cloud so cleared browser data doesn't cost you a warehouse.
  • PIN-code save slots remain available for moving your save between browsers on the same device.
v0.8.0–v0.8.2

Every station gets its scene + the art set is complete

  • Nine hand-built animated scenes shipped one per version: Receive Dock, Stow Aisles, Pick Station, SLAM Line, Outbound Sorter, Ship Dock, Sortation Hub, Delivery Station, Delivery Fleet — each with tiered visuals that evolve at 25 and 100 units.
  • Four new synthesized sound patches for the stow, sorter, hub, and fleet processes.
  • The full art set goes live: the last four images (sorter, hub portraits and stations) were hand-drawn as vector art after the image-generation API route failed — the complete 15 station + 15 manager set is now in-game.
v0.7.0–v0.7.1

The Pack Bench showpiece + roster cleanup

  • Pack Bench diorama: a layered, animated card scene with three visual tiers — the reference build for every station that followed.
  • Fulfillment-flow roster finalized with per-station scene flags and emoji-coded manager rows.
  • Legacy save healing verified: old saves migrate cleanly to the new station lineup.
v0.6.9d

The ten-station Amazon arc

  • Five new stations: 🚛 Receive Dock (the new $3 opener), 🧺 Pick Station, 🏷️ SLAM Line, 🏢 Delivery Station, and 🚐 Delivery Fleet as the "...yet" finale.
  • Five managers join the crew: Rigo Rigs, Pod Paulette, Label Lana, Station Stu, Vanessa Vance.
  • 17 new upgrades and five new process sound effects synthesized in-house (air-brake hiss included).
  • Responsive station grid, adaptive side menu on tablets, and fresh-save onboarding that starts at the dock where the story starts.
v0.6.8

The mobile + monetization foundation

  • Mobile bottom navigation with live badges, and a slimmed header — thumb-first layout everywhere.
  • Boost inventory lands: fast-forwards, profit doublers, and umbrella doublers, earned through rewarded ads (8 per day cap, simulated on web).
  • PIN-code save slots and offline boost proration.
  • Full fresh-player playtest: 14/14 checks green, zero functional bugs.
v0.6.6–v0.6.7

Sound, tutorial, and identity

  • Name Your Tycoon: the game asks who owns the warehouse before your first shift.
  • Guided tutorial with a "?" reopen button, and a synthesized chiptune soundtrack — "Boxline March," made in-house at 140 BPM.
  • Process sound effects for every station cycle; the prestige anthem now respects your volume settings.
  • First-run placeholder art pass for station icons and manager portraits.
v0.5.3

First public build

  • The original five-station prototype goes live: hand cart, stow, pack, ship dock, and a dream of robots.
  • Core loop in place — buy, earn, upgrade, prestige — and the first dollars of lifetime earnings roll in.

Play the latest build

v1.0.2 is live now. Your save from any previous version carries over automatically.

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