
About
What's New in CyberCityTrading
2.3
April 8, 2026
Combat & Encounters • Boarding HP fix: Player hull is now properly checked between boarding damage events, preventing damage on an already-destroyed ship • Combat reentrancy guard: Rapid taps can no longer trigger overlapping combat rounds • Pirate Lord retreat: State changes from retreating now properly save to disk • Cargo loss rebalanced: Insurance-protected cargo loss now scales proportionally (small stacks of 1-2 units are no longer guaranteed to lose at least 1) Economy & Trading • Supply duplication fix: NPC traders can no longer buy more goods than a city actually has in stock • Price floor: Buying goods can no longer cost 0 credits due to compounding discounts — minimum cost is 1 credit per unit • Sell price fallback: Selling goods in cities with missing price data now uses the base market price instead of giving 0 revenue • Sabotage UI accuracy: Catch percentage display now correctly accounts for character sabotage bonuses StoreKit & In-App Purchase • Purchase verification hardened: Unverified transactions no longer grant game access (App Review compliance) • Refund handling: Game now properly re-locks when a purchase is refunded or revoked by Apple • Entitlement re-validation: Cached unlock state is verified against actual App Store entitlements on every launch Stability & Data Integrity • Game Over screen: Bankruptcy now shows a proper "GAME OVER" overlay instead of leaving the player on a non-functional game screen • Save corruption resilience: Corrupted save data no longer shows a non-functional "Continue" button — the game correctly detects undecodable saves • Pirate Lord cargo loss: Fixed a force-unwrap crash risk during inventory iteration when losing cargo • Log performance: Game log now trims to the most recent 200 entries, preventing save file bloat in long games
More




