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Updates and Patch Notes
October 13, 2026 at 10:19 PM
Added Update #4 (October 9) with venue management settings, fixes and new graphics options, plus the October 5 hotfix and known issues
Nivalis Nights released on September 29, 2026. This page records the official updates released since launch: Update #1 on October 1, Update #2 on October 2, Update #3 and a follow-up hotfix on October 5, and Update #4 on October 9, 2026. The changes below are dated patch statements; they should not be read as a guarantee that every reported problem is fixed on every configuration.
The first update improved character actions, animation and physics performance and corrected a camera-related performance leak after loading saves. It improved staff order handling and manager ingredient purchases and fixed venue restocking behavior, business and barter skill progression, furniture configuration and collision geometry. The boat cockpit became easier to see through, with reduced nausea from the interior. A lower mouse-sensitivity option was added, and the LOD setting was prevented from reaching zero.
Quest-related changes covered the Ramen Noir decoration and plant requirements, retailers in Eastern Residential, Hive Mall and Central Canyon, and the Fill Venue Inventory shopping-list instructions. The notes also corrected chess castling while the king was in check. A known issue could leave the quest log illegible after holding J to hide it; the October 1 notes recommended reloading a save and said its fix was not yet included in that patch.
Staff received an explicit task order, beginning with serving meals, processing ingredients, making meals and taking new orders. Manager logistics and complaints follow those jobs, then meal and Cleaner-role cleanup. Single-worker venues can leave customers unserved when too many seats are available. The complete list is on Staff and Employees.
Configured decorative storage now counts toward venue capacity. The Kitchen Buffet has 100 normal storage space and 50 refrigerated storage space. Meal preparation uses older ingredients first, reducing spoilage while potentially lowering freshness reviews. The update also fixed the Large Sink cleanup icon, already-cleaned trash causing a stuck state, and counters at Odin's Pub.
Lighting Details was added as a distance-based light-culling slider. Its far-right setting disables culling; moving left deactivates lights based on distance. Low texture quality was removed, with existing Low users moved to Medium, and texture changes received confirmation and progress displays. Resolution and monitor behavior were corrected. Fishing-rod physics became more stable, the treasure-fishing marker changed, and a failed save overwrite would retain the previous save.
Other changes covered a blurred Hive Mall newspaper, staff access to trash bins near Central Canyon venues, dialogue crowd movement and character level-of-detail performance. The notes identified performance drops after some fast-travel trips and suggested saving on arrival, then reloading. They also suggested reducing hired staff if idle-position crowding left staff stuck. These remain dated workarounds from the October 2 post.
The third update improved crowd simulation and animation, corrected unloaded light probes remaining in memory in The Stacks, and reduced footprint-rendering work outside snowy conditions. It fixed vending-machine and composter item duplication, customer departure when manually taken orders lacked the required processors, and cleanup of large amounts of rotten food in both storage types.
Manager restocking now follows the red Restock Ingredients objective, which at that point appeared below 10 units of an ingredient, and includes queued deliveries. Update #4 later changed when that objective appears. Managers gain skill experience from complaint attempts, successful outcomes, ingredient orders and deliveries. Order availability scales from 10 seconds to 4 seconds at maximum manager level, and restock notifications follow delivery. Ingredient scheduling and all-role deliveries were improved specifically for struggling NPC-run venues.
World additions include three Industrial District greenhouses and Zaffer's neon sign as a venue or apartment decoration. District achievement-point access levels were rebalanced, without a published threshold table. Unreachable hidden Fusebox scannables were removed from the underground Metro Hub section, and a neighboring Lowtown apartment was decorated without a confirmed occupant.
Quest and character fixes covered Sal Magundi, a conflict between two treasure-fishing spots, Coffee Run, Protection Racket and The Network, blocked access to Deeala in Mountain Town, and Sunset Hour venue leveling. The End of Day panel now displays larger review counts. Banor's eating behavior was adjusted to avoid his shift; existing saves can show one late arrival before later shifts are on time.
Visual and interaction fixes covered transition scenes, Docks greenhouses, Eastern Residential snow at Fusion Point, alternating footprints, bright-background pause menus, placement audio, staff pan interactions and Aseptic poster interactions. Lighting issues introduced with Lighting Details were corrected, with further composter and vending-machine optimizations.
Later on October 5, the developers posted on the official forum that they had released a hotfix for an issue introduced with Update #3 that affected restaurants. They said it could take a moment for deliveries to come in and for venues to settle, depending on each venue's setup and task queue.
The fourth update focused on late-game venue balance. Its announcement said that many players running venues in the later stages of the game had struggled with restocking and with money draining away, and it added per-venue Venue Management Settings to address that (see Business Management). It also added graphics options, reduced memory use while travelling and fixed a range of reported bugs.
Each venue's overview window now has its own restocking target, a daily restocking budget and a toggle for restocking notifications in the top left of the HUD. The shopping list reflects the chosen targets, which makes it a quick way to check what managers will actually buy.
Supply Target | Stock Kept per Required Ingredient |
|---|---|
Lean | 2 |
Normal (default) | 5 |
Extra | 10 |
Recent Sales | Based on meals sold in the last 4 in-game hours, with a minimum of 2 |
Stacked-up deliveries now clean themselves up: delivered items go into venue storage if there is room and otherwise move to the main inventory, where they can be restocked by hand or sold. The automatic venue restock objective now appears only when a required ingredient's stock reaches 0. If it keeps appearing, the notes suggest checking whether the menu relies on ingredients that vendors do not sell, or whether the daily restocking budget is too low.
Recipes with missing ingredients or processors are marked with a red icon on the menu; expanding the recipe shows the details.
The venue inventory and transfer window shows whether an ingredient is used for meals or drinks on the current menu.
A Quest Marker Filtering option in the gameplay settings limits the quest HUD, compass, map and in-world markers to quests pinned in the journal. Venue setup reminders still show.
Each vendor type has its own icon.
The game keeps up to 7 autosaves, replacing the oldest once the limit is reached.
The notes adjusted how many negative reviews venues receive from cancelled guest visits. A guest whose patience runs out because no order was taken or no food arrived does not count as a cancellation.
The Settings menu reopens on the last tab used.
Ingredients set aside for an order are no longer lost when the customer leaves before the meal is ready; they return to storage, and existing saves correct themselves. Recipe customizations now apply only to venues the player owns or rents, so other venues keep cooking, buying, pricing and choosing their menus from the original recipes. Chef skill now affects action speed as intended, and cleaners now move and clean faster as their level and happiness rise, instead of being slowed by happiness.
The venue finances screen no longer shows another venue's numbers, or blank tabs, for venues whose vending machines made sales, and its cost calculations were corrected. Squid Ink can now be moved into venue storage. Other fixes covered falling under the map after loading a save, characters walking in circles, characters appearing inside furniture placed on their idle spot, characters spawning in view, a camera that stayed tilted after fast travelling to the boat or sleeping on it in rough weather, the starting position of the photo mode camera, stolen items not reaching the inventory when carried to an apartment, and sprinting while carrying items with sprint set to toggle.
The shopping list and restock objectives now update more efficiently, which the developers expect to reduce late-game stuttering for players with several venues and large menus, and the venue management process as a whole was made significantly faster. When a PC is low on memory, the game now unloads the previous area before loading the next; loading takes longer, but crashes while travelling should be less likely. Taxi rides and transition cinematics also release memory sooner. Hardware tiers are listed on System Requirements.
Setting | What It Does |
|---|---|
Crowd Density | Reduces how many background characters appear, for a small performance gain. |
Hybrid CPU Optimization | Improves performance on Intel processors with both Performance and Efficiency cores (12th generation Core and newer, including Core Ultra). |
Pooling | Can now be turned off to lower memory use, at the cost of more stuttering. Recommended only when memory is short. |
Thunder Intensity | Sets how bright lightning flashes are. |
Brightness | A brightness setting; the notes give no further detail. |
The Update #4 notes listed one known issue: after loading a save, Venue Management Settings can appear changed in the interface, although the values set for the venue are kept. The developers said this was already fixed for the next patch, which they described as in the works. On October 12, 2026, a developer said on the official forum that crash reports were being investigated with the highest priority and that the most likely cause was some kind of memory corruption. As of October 13, 2026, no Update #5 had been posted.