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1.3.0.2 Changelog
Medium Features
- Enhanced Wall of Fame Offices to include Office preview. This is still a work in progress and will be enhanced even more in later patches, but this should give you an idea of what I'm imagining for the full feature. Always taking suggestions about what information you'd like to see here and presented in what way. This will only work with new Shifts, as there was an issue with data upstream from the Wall of Fame.
Small Bug Fixes
- Packages should no longer lag when generating in Infinity Mode
- Boss Badges should spawn in the correct location
- Lessened the scaling of the payout animations so they finish in under a minute at large numbers
v1.3.0 Update
Major Features
- Daily Shifts!
- On the shift select screen (after hitting new shift) you should have 3 options, Regular Shift, Holiday Shift, or Daily Shift.
- The Daily shift is the same for everyone on that day, including the same seed.
- Each Daily Shift has 3 modifiers, one good, one neutral, and one bad. Each has ~30 options, making for 27,000 combinations.
- Daily Shifts will have a floor ranking that follows the NYT crossword puzzles. Monday is easiest (basement) with the weekend being a much higher floor.
- Character is randomly chosen each day, but is the same for all players
- After doing the Daily Shift, Tentateq will analyze your Shift and give you the resulting KPIs. You may retry the Daily Shift as many times as you'd like, but the modifiers, character, and floor will stay the same. The "inner" RNG will be different.
- Development for a community leaderboard and a friends leaderboard is in the process, but has hit some technical detail snags. Look for a Daily Shift leaderboard soon!
- Infinity Mode!
- When successfully sweeping your standard shift, you may go to Infinity Mode!
- Infinity mode introduces many more A.C.T.s with your current build.
- Each Infinity mode A.C.T. includes a mandatory M.O.P. where some of your resources will get confiscated, as shown in the M.O.P. image
- More new M.O.P.s for Infinity Mode
Medium Features
- Wall of Fame enhancement - Room Previews
- In the Wall of Fame each of the rooms should now have a small preview of what happened in that room
- These will be significantly enhanced in a later patch, but I wanted to get the baseline information down now
- Offices will show you starting and ending HP, and which moves dusturbed DBs
- Office previews will be enhanced significantly in the future
- M.O.P.s will show which MOP you encountered, the option chosen, and what the outcome was
- Vending Machines will show you which items you bought and didn't buy
- Packages will show the name of the package, whether it was completed successfully, and what your prize was
Small Features
- After you finish a shift, you will now see a number of KPIs on the Shift Won screen. There will also be badges for most of the things that give you KPIs
- Floor 4's "Boss's Offices are smaller" has been shifted to Floor 0.
- Floor 9's "Less starting $" has been shifted to Floor 0.
- Slightly reworded Floor 10 text.
v1.2.1 Changelog
Pride Update! rainbow emoji
Medium Features
- New Holiday - Pride Month
- Be Gay. Do sweeping.
Small Features
- Settings now have tooltips to better explain their functions
- Added new settings for number tile style
- OG, Light, Colored Numbers, Retro, and Full Color
- New Main Menu for Pride! rainbow emoji
- Changed Chording Highlight from full green tile to green outline
- Likewise changed pants on fire effect and fire alarm hover effect to red outlines instead of full red tile
v1.2.0.4 Changelog
Bug Fixes
Medium Fixes
- Morphallyxis now refills HP when Han's identity is stolen
- You can no longer chord infinitely in Packages
- Mr. Smiley now saves you from Halloween
Small Fixes
- Fixed text overflow on some long holiday fun facts
v1.2 Changelog
Major Features
Holiday Shifts!
- Sweepers can now select Holiday Shifts after selecting "New Shift"
- Holiday Shifts provide specific challenges and benefits to each run.
- Since other characters have off for Holidays, the Janitor for Holiday Shifts is Holly Day. She has no Resume or special talents, except that she doesn't know you're supposed to earn time and a half for working on Holidays. TentaTeq has been taking advantage of this for years.
- Some Holidays are really easy to work! Some are incredibly brutal.
- Each Holiday can be played on each floor, and the highest Floor you've completed will show on the Holidays Page
- Each Holiday completed will unlock the next 2, so you're not hard-locked if you can't complete one
- Holidays will have floors unlocked equal to the highest floor you unlocked among all normal Janitors. Completing a Holiday Shift will unlock the next floor of that Holiday.
- Added some accompanying achievements for Holiday Shifts (gotta sweep 'em all!)
Medium Features
Seeded runs are now available!
- Sweepers can view and change their seed on the Choose a Janitor Menu by clicking on the key lock thingie on the elevator.
- You can manually enter a seed by adjusting the dust bunnies
- You can also copy or paste a seed to/from the clipboard
- The Same Seed may be similar between characters, but not usually the same
- A lot of things, including placing a First Sweep differently can disrupt the seed's path, so be careful when re-treading steps
- You can also view and copy the Seed from the Settings menu
3 New Items!
- One is not a joke.
- One is something that's found in every vending machine, but in condensed form
- One is very expense, but probably still too cheap
Small Features:
- A Pear will now give regular HP along with the Max HP
- Added Tooltip on $ display for current Base Pay and Clean Sweep Bonus
- Character Items (first items) have changed very slightly in functionality. They now represent every starting change a character has, instead of just their effect. This is important when copying the first item with copying items such as Blue Prints and Bl-up-rints, and future items that copy items.
- Adding text speed settings, instant, fast, medium, slow
- Added better ability to fast-complete the typewriter text effect on Bosses, Lore Snippets, and M.O.P.s
- Added the ability to scroll on items with scroll wheel when your cart overflows.
Bug Fixes
Medium Fixes
- The Retractable Ladder should not longer interfere with your First Sweep and cause you to hit 2 DBs.
- Fixed a bug on high floors where you'd start with a Hazmat after getting fired by Middle Management.
Small Fixes
- Small visual glitch with hamburgers, hotdogs, and cross pipe showing more first sweep rows than intended
- A Cemented infinity bunny can no longer be swept, causing you to get fired
1.1.3 changelog
There's a lot of behind the scenes work going on for future features and updates, but in the meantime I wanted to fix some small bugs and add something a little fun for anyone who feels like logging in this week :)
Major Features
Added Meta-Progression!
You can now unlock start of run bonuses by using meta-progression points on the meta-progression screen. There are a numerous number of benefits, but it should make it easier to conquer the top floors of Tentateq so everyone can see the rest of the story. I'm looking for feedback on this system and how it'll affect players' abilities to play BroomSweeper. Feel free to leave feedback in the Discord. You'll be introduced to this system when you launch the game, so it should be easy to navigate and the bonuses should be clear what they do, let me know if the wording needs to be clarified on any of the bonuses. Some of them are really powerful, so get to accumulating those meta-progression points!
Small features
Added something fun :)
Small bugs
Fixed a bug where Broomtar would not trigger if your 12th chord finished the Office
Fixed a bug causing packages to not end when dusturbing a DB
Fixed a bug where Fib-bun-acci would not trigger if your last move was a chord
Fixed a bug where hazmats could become enabled when you have them disabled on floor 10
v1.1 changelog
Major Features
The Employee Handbook shows a wide variety of Stats from your time in TentaTeq Tower
(RA) Highest Floor Achieved, highest winstreak per character, highest winstreak total, number of shifts on that character, etc.
Highest Max HP per worker
Highest $ collected
Worker wins
Worker Losses
View and sort every item based on cost, rarity, alphabetical, times bought, times not bought
Filter by Tags (chord, first sweep, dusturbing, move number)
Highest Floor beaten while a key is on your keyring
How many times you've picked a key
How many times you haven't picked a key
How many times you've used each key
Number of times each option has been chosen
Highest Floor Achieved
For floor-agnostic achievements, they will be floor 10
Deeper explanation of each mechanic (with pictures!)
Number of Shifts with Hazmat
Amount of MaxHP lost to Mold
Number of Trashbags Seen
Number of Tentacles Seen
Number of Tentacles Impaled
Number of Times you've been lied to (by the game)
Number of Slugged Tiles
Number of MegaBunnies Seen
Total Dust Bunnies Seen
total Dust Bunnies Dust-urbed
In Each Office, all Lying Tiles will now lie by the same amount. So if there's a 3 that should be a 2, all lies will be +1. This should help lies feel a bit less random and more logical. Shoutouts to Peerlessblue in the Discord for suggesting this change.
Between each Office, the lying amount will change, but still within the same previous range (-2,-1,1,2).
Dustin's Dyscalculia will not be changed with this ability, all lies Dustin has can be any of the previous lie amounts (-2,-1,1,2) in the same Office.
This also introduces the -1 and -2 tile (-2 exists because if a dust bunny gets removed, but the lying offset is -2).
This change will not effect the slugged numbers, they will continue to be different in the same Office.
Lies in packages can contain lies of different amounts, and the reminder of this will appear below the number of lies in the package.
You'll have to find them to figure out what they do :)
Added Setting "Item Animation Growth" with options full, some, and none. This setting changes effects like ghost bunnies, burrito, and other item animations that grow with the severity of the effect, i.e. extremely large when they have a huge impact. Full will have them grow at the same rate as the number, some has them grow a a much smaller rate (square root), and none has them the same size all of the time. I have not connected it to every animation, because there are many, but have targetted the biggest and most common offenders first (burrito, bunny ghosts, things that interact with infinity bunnies, etc.) Feel free to change this mid-run or mid-office when your items start to take over the screen
Gaining and Losing HP, Max HP, and $ now all scale with the amounts gained
The formula to activate multibunnies has been changed to scale with Office Size, instead of a flat amount.
Added some more legally distinct TuTorial assisTanT Klippie sayings
Added Hotkey to Fire Alarm (F)
Added Unique Image for Rat Broomba (justice for rat boi!)
Added image to megabunny tooltip to show it's effect
Added the option for upon pickup items to fade to gray in inventory, and made that the default, in addition to color & gray options
Fixed a bug where you'd get multiple rewards from packages after multiple shifts
Fixed a lot of bugs regarding triggering achievement unlocks, new characters/items, resetting the game on the game won screen, and being able to continue finished games.
Slightly changed Square Key to as "what you see is what you get" for number values. It longer counts trash, tentacles, etc. And counts values after lying and after slugged effect, so you should be able to just read the numbers you see and calculate with those, no more guessing hidden numbers or "real" numbers on lying tiles.
Fixed a bug where Trusty 3s would work in puzzles, but sometimes not work in Offices.
You can now buy multiple Five Loco
Fixed an issue where Megabunnies weren't getting removed properly and leaving behind bad number values under them
Fixed bug where flagging Megabunnies in puzzles didn't let you chord them from afar.
Fixed a bug where Megabunny Summoning ritual would not let you chord megabunnies from afar
Longest Clean Streak on Game Won screen now displays properly if you never disturbed a Dust Bunny
Having multiple Pam Dora's Carts gives you multiple items at the start of each Office
Fixed "show new hazmat" setting not working in boss's offices.
Fixed a bug where tentacle tantrum would still spawn tentacles with tentacles disabled
Fixed a bug where you wouldn't get the under 15 minutes achievement if you were on the Outro screen for too long
Fixed a bug where slugs and lies would show you a very wrong number if the number was above 10
Fixed a bug where slug would move before square key would count it's numbers
Fixed a bug where keys in shops would cover The Boot
Fixed a bug where the full chess achievement wouldn't trigger until you buy one more item
Fixed a bug where some items and abilities would leave flags on cells that were overflagged when removing the dust bunnies near them
Fixed Typo "catepillar" package
Fixed Typo "colum" => "column"
Fixed yet another "it's/its" typo
Renamed many "Tentateq"s to "TentaTeq"s
v1.0.13 changelog
Overall
Medium Feature
Reworked Buzzing Lights MOP to be a little more dynamic and interesting instead of 2 boring options.
Major Bugs
Continuing Shift should no longer be broken. I added in some guardrails in the code that if a bug like this ever happens again, you should still be able to continue your run, even if it breaks this way again
Medium Bugs
Fixed a Bug where sometimes characters wouldn't unlock until you went to the new game screen
Fixed a bug where pirate key didn't instantly win, even when conditions were met
Minor bugs
Fixed a bug where after mopping, the green chording hints would not appear in the mopped area
Fixed bugs related to the pirate keys effect of "revealing" dbs instead of dusturbing the DBs
Next update will be in a few days, as I'm working on a larger feature and a large change, and assuming when they're done, we'll be in 1.1!
Medium Feature
Chess Pieces will now get double (or quadruple, etc.) from 5 Loco. The animation isn't perfect, but I'll keep working on it
Placing a caution sign on a revealed megabunny (that has the megabunny face) now counts the entire radius of the megabunny. This means if you caution the megabunny, you can chord the outside numbers, and megabunnies now work better with the fire alarm. If you have not revealed the megabunny face, this will not work, so don't try and get sneaking with cautioning random spots
Minor Feature
Dustin's Dyscalculia now appears as an item in the 1st slot
Added some more fun stuff to the main menu
Major Bugs
The Lag is gone! I played 30 games in a row and experienced 0 lag when loading scenes. Previously, after 5-8 games, there's be significant lag when starting the first ACT map. The lovely, wonderful, and friendly folks in the Phaser discord helped me out A TON in getting to know the engine better and what was building up and how to fix it. I'm 99% sure what was fixed was the root cause. There is still a minimal amount of lag when generating very large offices (20x20ish), but this is a pretty rare event and unrelated to what was fixed. If you experience any other lag, please let me know!
Saving and quitting in the middle of an ACT no longer resets the entire ACT's progress
Medium Bugs
Fixed a bug where trusty 3s would work in packages sometimes
Fixed a bug where Mr. Smiley's icon would reset after each Office, even if he had already saved your job.
Minor Bugs
Save and Quit from Wall of Fame closes the scene properly, so it doesn't show up when you hit new game
Fixed typo in Janae's Resume
Fixed typo in Dustin's Resume
Next update will be in a few days, as I'm working on a larger feature and a large change, and assuming when they're done, we'll be in 1.1!
v1.0.11 changelog
Overall
Real life was busy tonight, so I didn't get a ton done, but tomorrow should be a lot more fruitful.
Soemthing that hasn't been formalized is what action "Finishes" cleaning an Office/Finishes your Shift. This update formalizes the moment you finish cleaning an Office is the Dust Dump! Things that trigger at the end of the Office (Getting base pay/bonuses, Han's Morphallaxis, Janae's Chips, etc.) happen when you click on the trash bag/dust dump button. You also finish your shift when you click on the Trash Bag that says Shift Survived/Go Home. This is when the end of the game is calculated for the new feature of having the time on the Game Won screen. If you go to 0 HP before this, you will lose, even if that move would complete the ACT 3 Boss's Office. As people are getting more in-tuned with the mechanics, I find it important to say where each event triggers along the timeline. The in-game time started when the elevator doors are completely closed. I'm excited for those sub 30 second speedruns!
Minor Feature
Added Time to the Game Won Screen, including milliseconds.
You can now see your Boss Keys in the Vending Machine, when you have them.
You can now see your Boss Keys in the Wall of Fame.
Remove "slowly" from item replacement items to better reflect that luckier = faster.
Removed an edge case where the first item could be replaced by item replacement items
Medium Bug
Swapped Han's Morphallaxis ability to trigger on the Dump Dust, as to not interfere with items that happen during the Office. (Also Janae's Chips, though it's much more rare that there's a poor interaction there)
Fire Alarm should no longer not show red highlight on lies
Packages should no longer give you 2 of the same reward in a shift
Packages should no longer give you 2 of the same package in a shift
Minor Bugs
Fixed a bug where opening the console would let you see all of my dev garbage
Fixed a bug where Tentacles would get touched if they were in your clean sweep
Next update will be tackling some of the Save and Quit Exploits and Lag.
v1.0.10 changelog
Updated Koombaya Event text
Updated Multi-Bunny hazmat reminder to include "Cannot be removed by Hazmat Removal abilities"
Fixed Text Overflow on package events and some Memos
Fixed Settings Menu text overflow
Added Brandon 'Interlucid's bio link in credits
Fixed text overflow for Package Bunny count
Fixed Text Overflow for Toilet Paper(s)
Megabunnies show now be revealed when you disturb them (even if nothing close it revealed)
Fixed a Bug where getting the Full Band achievement was very wacky
Snake Eyes should now work with Tetrominoes, including your first one
Boss Keys will now appear on the Game Won Screen
For some reason the office row/column legends now support numbers up to 666. Loading an Office this big takes about as long as eating dinner, so I would not recommend pushing it any further
Fixed Tor's Hazmat Overlap on Badge
Updated Pirate Key Wording to include "Failing does not Dusturb the DBs"
Updated Locked In MOP outcome to work properly with Boss Entering modal off
New Settings:
Disable weird cursor in the center of my screen (for the people who have a controller plugged in)
Start with Opening: tired of just seeing a 1? First Sweep can now have a minimum size (removes golden bunny)
Return to Sweep after boss key use
Boss Key double click protection (debouncer)
Animate New Hazmat
Feel free to customize these to your liking!
Upon Pickup items are now gray after you buy them (since they've been used) BUT you can reverse this in the settings
Snake Eyes now skips Upon Pickup items when rolling, solving an Odd bug with ACT Maps item.
Next update will be tackling some of the Save and Quit Exploits and end of Office race conditions with items and abilities.
Hello new Janitorial Recruits! Thank you all for a great first week at your new job! I've been hanging out at the Discord Water Cooler and it's been great to have so many new hires. A lot of you shared thoughtful feedback there and here on Steam, and I've been responding where I can and taking it seriously. Those of you following the patch notes will have seen that along with all the bug fixes of the week, a little QOL update already came out this weekend adding HazMat toggling and the Golden Bunny sticker (OSHA really made us clean up our A.C.T.). I'll be sending out more memos and TPS reports to Steam as updates release so be sure to check them out in our daily Stand Up. I'm very passionate about the further development of BroomSweeper, so be sure to keep sharing your thoughts, it genuinely helps.
Bug Fixes and Quality of Life
We're already deep in early fixes and tidying-up the usual post-launch hiccups. I'm keeping a close eye on reports, and I'll continue rolling out bug fixes to keep everything rolling smoothly. Don't worry, they're very much on the radar. A good portion of the feedback has been around how the game feels to play. Adding additional accessibility features, refining the experience, and more. We've already got inventory improvements, more visual feedback, extra spice for certain items, and more in the works. These are the small things that don't always make the trailers, but they matter and are being worked on. I plan to continue to polish and fine-tune as we move forward.
Additional Content
This is just the beginning for BroomSweeper. Already, I have lots of ideas on content to add. I'm working on building out the details to the Wall of Fame and more challenges. There's lots of ideas to explore on adding new items and synergies (and puns!) to the game that I can't wait to test out and share. We're working on expanding the detail and lore of the game too, including the creation of a "bestiary" where you can read through discovered character lore, resumes, discovered items, bosses, best runs, achievements, and more. We're hoping to continue adding more art to the game as well with more animations and sfx, as well as character-specific music that really captures not just how each character feels to play, but also their unique personalities and stories. I've got a "1.1" update brewing, and it's hotter than your 1pm Coffee.
Community
We're loving all of the people pouring into the Discord server. It's been so active with discussions about gameplay, people helping each other with runs and puzzles, and giving us feedback. Helping grow and promote this community, and other aspects of the community is important to me. I plan on pushing more patch notes, update posts, news and events here on Steam, and we're working on getting our Discord server overhauled to make it more organized and to bring you all an even better space to hang out and discuss the game so stay tuned for that.
Seeing how much time you all have been spending with the game has been incredibly motivating. 2 weeks ago we were sure I'd be applying for some soul crushing dev job beholden to some billionaire's whims, but instead I get to subject you all to my deep designs, wacky ideas, and painful puns. Your ideas, screenshots, and conversations have already been shaping what's coming next, and I can't wait to keep building this with you all. My motto is still "My community makes the game, I just build it." We’ll continue to support the game with bug fixes, quality-of-life improvements, and new content. Adam 'BandsWithLegends' Simpson
v1.0.9 changelog
Penthouse achievement should now be Achievable!
Thin Ice should now be Achievable!
Tentacle achievement should now be Achievable!
Glimpse the Unknown should now trigger a non-infinite number of times (probably one, sadly :( )
Made a lot of progress on the lag after many games. I think it should be about 5x better, but there still might be some lag. I've reached out to the maintainers of the game engine I'm using for further assistance, but I wanted to let everyone know that it should be 100% fixed soon.
Hotfix an error that was double counting some money gaining items
"Island of Knaves 2" package now correctly shows final lies
Fixed typo in "no car" newspaper article
ACT Maps reworded to no say "upon pickup" to work properly with snake eyes. This will probably change in the future
Removed the ability to flag dusturbed Dust Bunnies.
Fixed a bug where multiple Going Rouge would not liberate enough Dust Bunnies ✊🐰
You now unlock characters in a different order and their order has been rearranged on the character selection screen
Fixed a bug where you'd unlock broom hilda and dustin at the same time
Updated Slug reminder text to reflect the amount the numbers can be changed
Free vouchers should now be redeemable while at negative $
Added Accordion to the list of items for Full Band achievement
v1.0.8 changelog
"Fixed" a "bug" that allowed "Demo" players to "hack" the "game"
I love seeing all the giant Rain-Brooms, but yea, it's too cheap. Price increased from 9 to 14. I might have to raise the price again or decrease the ratio of first sweep to luck, but hopefuly the cost increase will make it harder to buy first sweep items alongside Rainbroom
Fire Alarm now Reveals after First Sweep as to not confuse people
Changed Package Hazmat Animation to remove on hover instead of click
Added VFX and SFX to Underbroom
Update Water Bralloom items to be more flavorful
Players can now buy HP Items even while at full life. Eat at your own risk!
Added Box Cutter visual reminder to Packages
Re-aligned Tetromino T first rotation image upon cleaning Office
Added VFX and SFX feedback for when Quint key finds no numbers of the same value
Fixed a funny yet loud error where 24 Karat Caution Signs tried to place an infinite number of caution signs on Infinity Bunnies
You can no long place caution signs before your first sweep
Fixed Text Overflow in "Buzzing Lights"
Slightly reworded Infinity Bunny MOP outcomes to not overflow
Change in-game achievement name from Molded to Thin Ice to match Steam
Added "Gained by Blue Prints/Bl-up-rints" to items gained this way
Fixed a rare bug where Multi-Bunny sound would be very loud
Fixed a bug where Heart of the Cards would sometimes trigger twice as often
Added little crown when you're as lucky as a cute little ducky.
Chess King now removes all Dust Bunnies it Touches
Having the Luxury Chess Set makes pieces remove all Dust Bunnies they touch
Added "ghost bunnies" when chess pieces remove DBs
Hello! Small update for Broomsweeper today with some frequently requested features.
Added the "Golden Bunny" on the Hired screen. It will be used for validating runs done on the intended difficulty.
Adding a Settings tab to disable Hazmats:
Disabled Hazmats won't appear in Offices, Middle Management Offices, or Boss's Offices.
You can disable all Hazmats or individual hazmats.
Items that cause hazmats (Like Megabunny Summoning Ritual) won't appear in Vending Machines. I think I correctly tagged them all. If you see one, let me know and I can add it to the next hotfix.
Packages can currently contain disabled hazmats. I am exploring how to overcome this, but it is difficult because all of the upper level Packages have hazmats, so there simply aren't hard enough vanilla Minesweeper puzzles to populate higher difficulties.
Event options that add hazmats will still appear, but the disabled hazmat won't be added.
Note: Infinity Bunnies are NOT hazmats, BUT there is also a toggle for them.
Disabling Hazmats removes the Golden Bunny for a shift.
Reworked Basement 1 to have Hazmats on less tiles
Dustin was born with dyscalculia. Disabling hazmats will not cure their disability or change their gameplay. No, I will not change this.
You can now click on the exit game screen to exit before the text loads
About
This page aggregates Steam news feeds, patch notes, and developer announcements for BroomSweeper, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main BroomSweeper statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.