Dan: Oh, Hi. What are you doing here?

   You: I’d like to read the patch notes for Parcel Game, and I also like your moustache.

Dan: Thanks, why do you want to read the patch notes?

   You: Because my hobby is printing off reams of patch notes from niche indie games, schrunching up the print outs, then throwing them at ducks and children in the park.

Dan: Ah, me too. Look, I won’t lie to you, they’re incomplete, and I skipped a few version when I went back and documented this.

   You: Why?

Dan: Because I’m a first time solo-dev and “good practice” isn’t in my dictionary yet. And also because sometimes I’d release a patch, then realise I’d broken something with my shitty code and then had to release a new patch immediately afterwards. Plus, I didn’t document anything at the start, because, I didn’t.

   You: You sound like a mess.

Dan: No, you sound like a mess.

         (We kiss, passionately)

Beta 1.7.5
  • Header no longer wraps, so snap, pause/resume and clear save should no longer jump to the second row on <1080p screens. Should stop jitter during end-game.
  • Render capped at 60fps
  • Pause mode now stops render/sim/news unless something actually changes
  • Remove one aqction per sim step bottleneck for inbound, processor, gateway, and outbound nodes. Each node can now do up to 64 safe actions per tick. Should fix 200/s ceiling.
Beta 1.7.4
  • Input/S, Output/s and £/s are now calculated together once per sim tick and reused for the rest of the frame instead of recalculating the same depot and region data x3. Should improve performance.
Beta 1.7.3
  • Added optional Snap to grid toggle.
  • Warehouse and Factory nodes can now snap into cleaner alignment while dragging and placing.
  • Network nodes can now snap into a neater map layout too.
  • Snap preference now persists with the save.
  • Removed Herobrine
Beta 1.7.2
  • Hopefully finally fixed the slower UI for password manager users by disabling autocomplete and set data-lpignore= true for LastPass, 1Password, Bitwarden, etc.
Beta 1.7.1
  • Added copier options for Copy upgrades too and Copy OUT setup.
  • Copier jobs now show their full cost before starting.
  • Upgrade copying now runs at a 50% discount compared with upgrading everything manually.
  • Warehouse copying can now copy OUT door setup and sales-channel routing.
  • Added compact status summaries to Network map nodes so bottlenecks are easier to spot.
  • Stores, factories, and depots now show clearer at-a-glance status on the Network view.
  • Retail Display upgrade now explains that it increases sale value, not sale speed.
  • Store cards now show the current and next Display value multiplier.
  • Fixed a Network-view crash caused by the new status summary path.
Beta 1.7
  • Fixed factory module panels being overwritten by the tutorial too aggressively.
  • Fixed several depot output-channel inconsistencies between stores, direct sales, and open market.
  • New OUT doors now inherit the depot’s current sales channel.
  • Factory splitters now split across both valid outputs instead of favouring one lane forever.
  • Direct sales stats now use shorthand formatting and clearer fulfilment numbers.
  • Fixed the missing endgame victory overlay.
  • Removed leaked Domination debug text.
  • Smoothed blocked-status flicker in side panels.
  • Updated router help text to better reflect its current role.
Beta 1.6.3
  • Automation now unlocks earlier, after the 3rd warehouse.
  • Early Automation now focuses on copier tools first instead of showing the full late-game system immediately.
  • Warehouse copier unlock cost reduced to £25,000.
  • Factory copier unlock cost set to £45,000.
  • Warehouse copy jobs are now much cheaper, starting at £1,000.
  • First factories now come with starter alpha supply so they can be used immediately.
  • Early supplier costs were reduced to make factory progression smoother.
  • Added a clearer starter supplier message in the newswire.
  • Roadmap wording now says Add more suppliers to unlock retail.
Beta 1.6.2
  • Added Warehouse copier and Factory copier tools to Automation.
  • Copy jobs now take time to complete and show progress bars.
  • Warehouse copying preserves existing input/output settings.
  • Warehouse copying adds missing IN / OUT doors but never removes them.
  • Factory copying preserves supplier links and depot links while replacing the internal layout.
  • Replaced copier dropdowns with inline button pickers after the native dropdown issue.
Beta 1.6.1
  • Fixed a factory output regression where linked depot inputs were not always recognised.
  • Factory STD / LGE / INT outputs now check the correct linked depot and product kind before releasing stock.
  • Improved compatibility with older saves missing some factory source metadata.
  • Removed Stock banked from the factory output panel to reduce confusion.
Beta 1.6
  • Fixed a factory source-selection error that could break warehouse IN selection.
  • Factory source labels are now clearer and more consistent.
  • Fixed a factory sidebar issue where the generic help panel could override selected node panels.
  • Clicking factory routers and other nodes should now keep their context panel visible more reliably.
  • outers are no longer mandatory for most warehouse routes.
  • Sorters can now feed matching OUT doors directly.
  • Customs can now feed International OUT directly.
  • IN -> OUT still requires at least one node in between.
  • Updated tutorial and node help text to reflect the new routing rules.
  • Warehouse IN nodes can now change source directly from the side panel.
  • Source controls only appear when that input actually has alternative sources available.
  • Added source status to the warehouse IN panel for clearer feedback.
Beta 1.52
  • Worked on reducing late-game CPU and memory pressure.
  • Direct and subscriber-related systems were optimized to process in larger batches.
  • Heavy late-game views were adjusted to reduce how often they fully refresh.
  • General rendering was smoothed to lower the amount of work being done each frame.
  • Known issue: High RAM usage is still being investigated, especially on Microsoft Edge with some browser extensions enabled.
Beta 1.51
  • Roadmap goals now show progress more clearly, including Save £X / £Y style objectives for major unlocks.
  • Invest explanations have been clarified so it’s easier to understand what they do.
  • The top tab bar has been reorganised into grouped boxes to make the game hierarchy clearer.
  • Factories are now created from the Network layer instead of feeling tied to opening a specific warehouse first.
  • The Network tab now has its own bottom build menu for adding company-level objects like suppliers, warehouses, factories, and shops.
  • Supplier connections are now handled visually on the Network map.
  • Assign to input has been removed from contracts to reduce confusion.
  • Warehouse input source selection is now the main way to choose market, contract, or factory sources.
Beta 1.46
  • Region rollout no longer steals focus away from what the player is doing.
  • Fixed a bug where the Network tab was not interacting properly for some players.
  • Fixed depot and retail linking so Network connections behave properly again.
  • Added clearer explainers for later-game systems and leverage upgrades.
  • The roadmap now continues past Regions and points players toward Direct and Domination.
  • Region demand now changes more slowly.
  • Region specialism is easier to manage with Prev / Next controls at the top.
  • Fixed a problem where factory splitter nodes would not let players change outputs on the node itself.
  • Improved Direct/email processing so those systems run in batches instead of handling everything one-by-one.
  • Cleaned up several route hints and UI labels that were showing broken symbols instead of arrows.
  • Hopefully improved the CPU issue. Direct sales and email systems now process in batches, which should make the game more stable.
Beta 1.41
  • Contracts have been overhauled to be clearer and less punishing.
  • Contract severance now asks for confirmation first.
  • Contracts now rotate back around instead of disappearing permanently.
  • Added more contract variety.
  • Added a clearer progression guide at the top after the tutorial.
  • Mid-game direction is now much clearer.
  • Invest now has an explanation in the right-hand UI.
  • Routers are now much cheaper and act more like lightweight utility nodes.
  • The Network tab has been cleaned up.
  • Rejigged darkmode to work on full screen
  • Unlock pacing has been rebalanced so systems arrive sooner and more clearly.
Beta 1.4
  • Added a Flush to REJ button to make recovery from jams easier.
  • Reduced the REJ penalty from -5x to -2x.
  • Sorter tooltips now explain the sorting rules more clearly.
  • General early-game frustration around jams and misroutes should feel less punishing.
 Beta 1.39
  • Added dark mode.
  • Added a link to an unsupported mobile version for players who want to try it on phones (it’s your funeral).
Beta 1.37
  • ????
Beta 1.35
  • Reduced flashing on full nodes to make the game more comfortable to look at.
  • Full nodes now stay visually darker instead of flashing aggressively.
  • Improved photosensitivity/accessibility during busy warehouse states.
Beta 1.34
  • Added hover tooltips to help explain UI elements and systems more clearly.
Beta 1.32
  • New parcel/block types no longer appear until you’ve had a chance to prepare for them.
  • Added clearer tutorial guidance on how to get set up before new routing challenges arrive.
  • Early progression should now feel less abrupt and less frustrating.
Beta 1.3
  • Expanded the tutorial to better guide new players through the early game.
  • Added a range of quality-of-life improvements.
  • Improved onboarding so it’s clearer that more systems and content unlock later in the run.
  • Early progression pacing was reviewed based on feedback, with future speed/cost balancing in mind.
Beta 1.2
  • Added a tutorial.
  • Changed over to an iframe to make updating the game easier.
Beta 1.16
  • Fixed a crash affecting the Factory screen.