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VERSION 0.9.9.17 is released into the Open Beta Branch

Computer Tycoon · Community Announcements · July 27, 2026

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Hello Tycoons,

VERSION 0.9.9.17 is released into the Open Beta Branch!

As usually I'm releasing the new build into the Open Beta Branch instead of the Default Branch on Steam. This version contains a new feature and many adjustments to the game which has a broad and deep effect to the game. As a solo developer I try my best to plan out and test things - but the game is just too big to release it into the normal branch, I need your bugreports and feedback on it.

The data structure has changed which means that your current saves will no longer work. Of course, you can still finish your games on the Default Branch and when the transition happens and this version goes live into the Default Branch I will yet again create a legacy branch for 0.9.9.16 (as I will do that from now on every time when backwards compatibility is not sustained).

Wanna play the Open Beta Branch version? Here's how to do that. Don't worry, it's not complicated: https://steamcommunity.com/app/686680/discussions/0/4031350783733793401/

(This is where you can opt in into different versions/branches)

The CTN Feature

This new version introduces the CTN, or Computer Tycoon News, feature.

I have already talked about this feature several times, but let me quickly recap it. Computer Tycoon is inspired by classic games such as Master of Orion, Romance of the Three Kingdoms, Civilization, Europa Universalis, and Game Dev Tycoon.

The game’s diplomacy system is a mixture of Master of Orion and Civilization, but there was another feature from Master of Orion that I wanted to recreate: its news reports, which periodically covered events across the galaxy. They told you about empires growing stronger, random events taking place, and how the different empires were competing with one another.

Computer Tycoon needed a similar system not only because I think it is cool, but also because it makes the game world feel more immersive and responsive. It helps the player understand how they are doing compared to their opponents and what is currently happening around them.

The news is divided into five categories: Historical Events, Random Events, Player Interactions, Milestones, and Rankings.

Only some of these stories are considered breaking news. These will pause the game and require your immediate attention. Most stories are regular broadcast news, reported only once per year. You can also disable any of the categories in the options if you do not want to see them.

Historical Events

cover things that happened in real life. They include fun facts and interesting moments from history, such as the first email, the first computer virus, the collapse of the Soviet Union on the Historical Map, and China opening its markets.

These stories may eventually feel a little repetitive, so this will probably be the first category some players disable. Still, I would encourage everyone to leave it enabled, as I tried my best to make these stories both nostalgic and sprinkled with humor.

Random Events

are not new to the game, but it makes a lot of sense to include them in CTN. However, not every random event is covered, since some events are not really newsworthy. For example, your manager becoming inspired and gaining experience does not need to appear on the news.

If you disable this category, random events will continue to be reported through the regular random-event pop-up window.

Player Interaction news reports when an opponent goes bankrupt, companies begin researching together, rivals emerge, or someone gets caught doing something shady.

Some stories involving two companies also include a comment from a third company to make the report feel more immersive. Their opinion of the event, as well as their relationship with the company responsible, will influence what they say.

Milestones

include events such as reaching a certain number of sellers, experiencing financial trouble, or unlocking a new computer design type.

Rankings

feature magazines publishing lists of the best computers, along with rankings based on factors such as research strength and market share.

Other Changes

Logistics

From now on, every manager assigned to the passive Logistics task will not only increase the selected department’s LP output, but also reduce the time required to distribute or remove an LP.

By default, distributing an LP takes 25 days, while removing one from a market takes 15 days. Every manager on Logistics will decrease these by 3 days.

This will help you catch up with your opponents when you fall behind, or give you a useful boost during the early game.

SPP Changes

An earlier issue was that players did not always notice when their maximum SPP increased and their factories began filling the newly available capacity. Since this additional factory activity costs money, players would simply see their profits decrease, sometimes even turning negative, without understanding why.

To make this clearer, I have added a small notification element next to the Main Production Bar that displays the current state of the SPP system. It shows when the reserve is full, when it is being replenished, and when the system is paused.

Players can now pause the system as well. This allows you to intentionally use up your stored SPP for a temporary increase in profits, while also preventing your factories from trying to replenish it again.

CPU/GPU Changes

CPU and GPU performance calculations have been redesigned to make cache and memory choices much more important.

Under the new system, clock speed and core count determine the basic processing power of a CPU or GPU. Cache and memory then determine how effectively that processing power can be used.

For CPUs, performance depends on:

CPU clock speed

Number of CPU cores

Cache size

Cache speed

A larger and faster cache can now provide a major performance increase. With maximum cache and cache technology matching the speed of the CPU, the cache can add up to 100% of the CPU cores' basic performance. Even faster cache technology can increase this further, up to approximately 125%.

For GPUs, performance depends on:

GPU clock speed

Number of GPU cores

Video-memory size

Video-memory speed

Graphics memory works similarly, but represents one shared pool of video memory rather than cache assigned to individual cores. A powerful GPU needs enough fast memory to keep its graphics cores supplied with data.

With maximum video memory and memory technology matching the GPU's speed, video memory can add up to 100% of the GPU cores' basic performance. Faster memory technology can increase this further, up to approximately 125%.

Larger cache and memory sizes have diminishing returns. Even moderate amounts are useful, but the final steps toward maximum capacity become progressively less efficient.

These changes make processor and graphics-card design more balanced and meaningful. High clock speeds and large numbers of cores are still powerful, but they now need suitable cache or memory technology to reach their full potential.

I've also made the last CPU techs after multicore128 to have 128 cores by default.

Cooling, Removable Media, Mobo - AGP, PCI etc. Changes

Difficulty

A recurring issue is that players sometimes choose a difficulty level that does not match their skills.

Some players select a level that is too easy, but never consider that they might be dominating simply because of the difficulty setting. As a result, they may never think about trying a harder one. I have added a message that congratulates these players and lets them know that their skills are more than sufficient for a higher difficulty level.

I have also revised the difficulty levels and their descriptions. In addition, I have made several changes to the AI. Companies will now try harder to recover from difficult situations, but they will also go bankrupt sooner when they are in serious trouble. Previously, they often became smaller, reduced their activity, saved money, and slowly escaped the situation by turtling.

I have increased the players’ starting money, which is probably the most noticeable change at the beginning of a game. I have also slightly reduced taxes and reseller cuts.

I hope these changes shift the difficulty in a direction where surviving the early game is less punishing, while the game remains challenging later on.

Localizations

Don't worry, I hear you! :)

Holy! The game's text file is already longer than the first Harry Potter book... Read this, if you'd like to know more about localizations: LINK

I'm working on the solution that we will use to create the localizations for the game. I will run my own weblate server. PLEASE keep volunteering via email as my above linked forum thread asks you - if you wanna be involved.

The game now contains around 70,000 words, which is again... roughly the size of a Harry Potter book. Since the game isn't generating enough revenue to support professional translators, I will most likely have to rely on community translations for all target languages. I wanted to have professionals for Mandarin and German at least, but it is what it is. Since CT is a passion project I'm happy to offer anything instead of nothing.

That said, this process cannot begin until the texts are finalized. Please understand that I'm developing the game alone, and even managing the English text is already a significant amount of work, especially when volunteers are involved. Continuously changing texts while translations are being worked on would create a lot of unnecessary complications, so that's something I want to avoid.

Ending Words

Please keep the feedback coming, I really need it! Thank you very much for all the support and the patience! ^^

* Also thank you so much for the reviews, they help a LOT! *

Have a lot of FUN, my friends!

Andris aka Progorion

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