Dev Log
The Weekend Shift Update
A big one this time, we've rebuilt the rhythm of a night behind the bar from the ground up. Here's what's new.
Your shift now starts with the people
Each day used to drop you straight into mixing. Now it opens with customers actually arriving, they greet Skelly, place their order through the phone, and you read the room before you touch a single bottle.
You can check an order two ways: open the phone, or click the customer and ask them to repeat themselves. Right-click still lets you hear what they're thinking. The first day walks you through both.
Everything here saves properly, close the game mid-order and you'll pick up exactly where you left off, down to the drink Skelly was sipping.


The phone is now an actual tool, not just a menu
We rebuilt the phone into one shared interface used across the whole shift. It now handles:
Orders — see Hank, Amber, and Matt's current requests at a glance
Scores — per-day results, revealed once that day wraps
Likes — flavours and favourite/hated ingredients you've actually discovered (nothing spoiled up front, it fills in as you learn)
Records — everything you've served, every reaction, every ending you've unlocked
Likes show green, dislikes show red, and the tab's just called "Likes" now instead of the clinical "Preferences."



Clearer clues, smoother mixing and serving
Clue text now names real ingredients (gin, cranberry juice) instead of vague flavor categories, and the true clue is green while the decoys are red.
Mixing tutorials are broken into three short, skippable steps instead of one wall of text.
Tapping through a customer's drinking animation now fast-forwards cleanly at 3.5x, and drink-tray dragging got a pile of small fixes so drinks stop double-growing, ghost-dragging, or vanishing into the wrong drop zone.

Skelly's a lot more alive
Skelly's emotions now run on a separate animation track from body actions, so a reaction (anger, disgust, happiness, joy, surprise) can play over whatever Skelly's doing, instead of interrupting it. That means real-time reactions during conversations, mixing tutorials, recipe discoveries, and the odd spilled drink.
Sound got the same treatment: six new vocal effects tied directly to
Skelly's animations, so voice lines and sounds are always in sync with what's happening on screen. Customer and boss voices were also cleaned up so old lines stop talking over new ones. And yes, the beach bar now has ambient seagulls, wandering in on a random timer.


Six endings to chase
The weekend now closes out into one of six endings, based on which customer (Hank, Amber, or Matt) you served the most and the tone of Skelly's advice across the weekend. Each ending has its own art, narration, and slide, and there's a proper Endings gallery on the title screen showing what you've unlocked, even if you delete your save afterward.



Everything else
A pass of smaller fixes that add up: faster dialogue and popups, no more accidental double-advancing text, tutorial dialogue that actually cancels when skipped, debounced hover sounds, and tutorial text that says exactly which mouse button to press.

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