On 8 October, the calendar moved one day; Mallfunction’s to-do list worked several shifts. Mall management still calls it “a few small adjustments.” Our keyboard has a different opinion.

One of the day’s steps brought solo and co-op into the same gallery experience. The core systems you use to collect products alone also work when friends join your shift. The existing nine skills moved into co-op, with progression kept in the saved shift. Correct, wrong and full-shelf feedback also makes it easier to see where each box belongs.

The gallery brought together a covered corridor, VEKTOR and AUREL store layouts, category islands and wall campaigns. Disorder spread into the corridor too. Work also went into keeping shop and task information on screen correct when the layout changes. The shelves still need tidying, but the place around them now tells the story of the shift more clearly.

Version 0.24 adds a small but useful comfort: a short left click no longer sends the product in your hand flying by accident. Throwing takes a deliberate hold. Starting a shift, resuming a save, hosting and joining have clearer menu paths too. “Save and return to menu” and “End shift” are separate actions; taking a break does not mean the work is finished.

Then we opened a capture shift to show the game as it looks today. There is a desktop gallery view and a separately framed portrait view, VEKTOR and AUREL store captures, and a shot of two real game clients collecting products in the same shift. The visible interface and current characters belong to this stage of development. Short videos are still in preparation.

During one capture, the game made its own contribution: the character stepped onto a puddle in VEKTOR, slipped and fell. The camera went down with them, and the shot was taken while the automatic recovery indicator was visible. We came to inspect the shelves. We met the floor.

This even happened in a solo shift with Calm rules. No teammate prank was involved; the puddle simply took its job seriously. We kept the outtake because, while we were trying to explain Mallfunction, Mallfunction gave us a little demonstration.

Many parts of the existing game moved forward in a day; the project remains a technical pre-alpha in closed testing. The large two-floor mall, voice chat and broader chaos features are still ahead. Today’s photos show the current gallery. Development continues; for now, we are keeping the overtime sheet away from mall management.

Three frames from the shift.

BONUS / BETWEEN TAKES

We came to inspect the shelves. We met the floor.

During a solo capture with Calm rules, the character stepped into a puddle and the camera angle suddenly got a little lower. Waiting for automatic recovery left us with a souvenir.

Roadmap