Changelog

One build. See all 3 kept builds.

CLANKER CALAMITY
v0.1.1
Wed 12 Aug 2026, 11:55pm PDT · 504.7 MB · 2 downloads

How to run

  • Unzip anywhere, launch CC.exe
  • The build number is on the title screen, bottom centre. Make sure everyone is

on the same one — mismatched builds cannot see each other's lobbies, and there is no error that says so

  • Press Escape in a shift for settings, and for SEND A LOG TO THE TEAM

Fixes in 0.1.1

  • Shifts no longer wait out the full animation budget on every instruction. A

seat-counting mistake meant the "everyone has finished animating" check could never pass whenever any seat was AI — which is most matches. Playback should feel noticeably brisker

  • Booking a rest is now enforced server-side rather than by the button alone
  • Match seeds are drawn from a full 31-bit range instead of 15, so repeated

deals across sessions are far less likely

What this build is

A complete, playable prototype: eight original floor tiles plus a break room and a tutorial floor, seven routes, a seeded route generator, four AI difficulty tiers, and full simultaneous programmed movement.

Playing online

  • SIGN IN on the title screen, once per machine. Later launches are silent
  • HOST A SHIFT with Open to other players on gives you a six-digit code
  • The other player takes JOIN BY CODE
  • The host presses BEGIN THE SHIFT when everyone has arrived

What to report

Anything that breaks the loop: a stuck screen, a lobby that will not join, cards that will not commit, a shift that does not resolve the same way on both machines. The last of those is the most serious thing you could find.

Press Escape and SEND A LOG TO THE TEAM while it is still on screen — that sends the end of your log with your name attached, which is far more useful than a description after the fact.

Known limitations (expected, not bugs)

  • No audio. Announcements are subtitles for now
  • No host migration. If the host quits, the match ends for everyone
  • Camera drag can spin if the pointer leaves the window mid-drag. Release and

press again to recover. Known, being worked on

  • Multiplayer has been proven on one machine but never between two, so joining is

the least tested thing here

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