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The issue with autostore turning off is definitely a bug, not intended behavior. The bathroom stall bug is also something we’ve seen happen occasionally and also on our radar.
The "chopping air" moment is tied to some pathing weirdness, especially when workers try to grab tasks from far away. That’s part of a broader AI and pathing upgrade we’re already working on.
When it comes to work priorities - agreed! Again, we go into more detail in Devlog #3, but this is a system getting a lot of attention right now. Better priority handling and smarter drag-and-drop logic are all coming to help polish how workers behave and feel in the core gameplay loop.
In the demo, rest is intentionally disabled for workers since it’s a short, guided experience. But the full game already has working systems for sleep, food, and worker well-being, so that’s absolutely part of the larger simulation loop.
And yep, you’re also not wrong about the guests being a little too patient. Let’s just say that’s more of a demo safety net than a design philosophy. In the full version, they may not be quite so forgiving
Really glad to hear you’re enjoying the aesthetic and core loop despite the rough edges. We’re working hard to iron out the kinks and flesh everything out for Early Access - hope to see you there!