Fat Corp 0.1 - More Stuff 1 27/07/26

22/02/26 - Fitness and Dietary teams

In FC if you get to, a certain point (I haven’t decided if this game will be a day-by-day game like lob corp or a upgrade and grow game like @bobbert012212 recommended so take the liberty of disbelief please) you can get your employees to join either the Fitness Team or the Dietary Team, which is this game’s equivalent to lob corp’s Disciplinary Team and Welfare Team

FITNESS TEAM: “You can never get anything done without a little bit of muscle ‘n’ sweat.” - Kiraran, Director of the Fitness Team
The Fitness team is one of the 2 teams that employees can join (by your choice, of course.), this team mostly focuses on the suppression and fighting side of things, as a start all employees of the Fitness team will receive buffs for being fit like overall increased stats, but will have some debuffs when they are fat like a lower fat threshold.
Having Fitness Team employees work as guards or suppressers will provide a variety of benefits like higher success rates of suppressing and less chances if breaches
Fitness Team employees can make certain fatty gears stronger if they are designed as weapons like the AOTW angel’s Rapier, however they will not be able to use any fatty gear that isn’t designed as a weapon (no examples as of now).

DIETARY TEAM: “Body health is a thing that flows with time, being rigid will just, break you apart!” - Celeste, Director of the Dietary Team
The Dietary Team focuses on the research and employee side of things, as a start all employees will receive buffs depending on their mental health, like if they are happy they have better physical stats and have less of a chance of not being happy, but they will have some debuffs like if they are put into a fight or have to supress something they have a much higher chance of panicking.
Having Dietary Team employees work and help with research will provide a variety of benefits like higher success rates of researching and higher chance of obtaining fatty gears
Dietary Team employees do the opposite with fatty gears that the fitness team do and can make ones that aren’t designed for combat better, but they don’t know how to use ones that are designed as weapons.

The best way to use these teams will basically be to make the researchers dietary and make the suppressers fitness.

Yes there will be lots of story moments between Kiaran and Celeste. No they won’t be romantic, that is going to be saved for some other important characters whom I’ve yet to reveal.

1 Like

Sounds like a great idea so far, but I do have some suggestions if you would like to read them!

  1. The one thing that concerns me about the Dietary team is the happiness system. Is it going to be a system where individual departments have an overall mood that you have to keep up as well, or will it be for each individual Employee. If it is the ladder, I am concerned that might lag the game a little during the later stages of the game (the game having to keep track of each individual’s fluctuations in mood. But this can also be regulated with effective coding…)

  2. I was thinking that maybe making it so the fitness team is, instead of having a lower fat threshold, they would gain weight faster. This would be because, even though some people try their best to stay fit, falling back into bad eating habits always hits twice as hard. For the dietary team, the could have it so (if you are doing it so fat can also give some buffs as well as the debuffs like reduced damage, or more persistent happiness) they would only get half the buffs from being at higher weight stages.

Also, I’ll end this with a Fat-based Oddity:

NEW FATTY: Whispering Stone:
RANKING: STUFFED

Description: A medium sized rock with multiple holes in it. If it weren’t for the ‘sounds’ it makes when wind travels through these holes, we would think that it was nothing more than your average run of the mill stone.

How it works: The Whispering stone cannot break out. It will sit within its containment and be one of the easier FOOD’s to work with. There is a chance, however, that it can cause a debuff called “Enticed”, where Employees that are inflicted will feel the need to eat just a little more at the local cafeteria, increasing weight gain from other sources.

FOOD gift: “Whistles” (Brooch)
BUFFS: +1 attachment
Description: A small, wearable version of the stone. You didn’t just break a piece of for yourself, did you?

NEW FATTY: “We can eat anything!”
RANKING: HUNGRY

DESCRIPTION: “We can eat anything!” Is the name of a strange device with a monitor in the center of it. We would call it a tv, but the thing is a bit too bulky. Whenever someone gets too close, it plays that annoying cooking show on full volume. If I didn’t know any better, I would have originally guessed the bulkiness was from a speaker system of some kind.”

”When it escapes, those ‘speakers’ grow metal limbs that will help it move around the facility, but there is no visible weapons, what could it even do?”

HOW IT WORKS: The FOOD will sit within its containment cell. If the equivalent of attachment work is used on it, it will play the tv show “We can eat anything!” a show that shows off the extent of how to prepare and consume just about anything you could think of. Yes, anything. If the employee doesn’t have a high enough prudence (or sanity stat equivalent) They will be overcome by the inexplicable urge to try out this cooking method immediately, grabbing the nearest employee and bringing them back to the tv to follow along with the guide. The afflicted are called “Chefs” due to the hat that the FOOD dispenses for them before they go on their little outburst. The employee can be either suppresses, or brought back to their senses by sanity based weaponry. If 3 or more employees have become afflicted within the work day, or the work is relatively bad 3 or more times, the FOOD with get up and move into a hallway, playing its show on full blast. Those around it will slowly lose sanity until they become afflicted and start to do the same thing the originals would do, but this time bringing them to the FOOD’s current location. It can be suppressed through normal means, just make sure to do it before the CHEFS become too bulky from their…. meals.

Our researchers assume this device was originally made to play and spread a different show for either weight loss, or to inform the public about how to cook for themselves, but it appears someone has switched the tapes. Because we can’t seem to find the original tape, or the eject button for the tapes, we just have to keep the hunk of junk as is.

FOOD gift (if you are doing ego gifts)
Necklace: “NOW YOU KNOW!”

Buffs: +1 hp regen per tick, +1 attachment equivalent, +1 instinct equivalent, +5% weight gain increase
Description: A red chef scarf

That’s all! Thank you for reading this far!

2 Likes

After having some thought I decided to rework the dietary team’s gimmick, although if this isn’t good ill take your suggestion since I like it

The general departments of the team will have a “health schedule”, this health schedule will randomly pick a body weight that all employees of the team will try to get to, if they get to that body weight they will receive buffs like less chance of depression/panic, if the employee fails to get to that body weight before it changes they will receive debuffs like increased chance of depression/panic and “Coping Mechanism” (makes unable to get out of depressed/panic states other than eating food).
Now that I think about it, this could also be a bit lag heavy…

I like that fitness team rework, pretty good! Maybe a fusion of both could be fun?

I love both of these fatties, if I can get the time I’ll make some concept art for those 2! I especially love We can eat anything!

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It sounds like a good idea, but I am fearful on how that would work during gameplay. I feel like that would more fit like either a qliphoth challenge, or a modifier if you would like to add those (adding modifiers to the day might make you more money if you are going down the route of long term upgrading of the facility, while having it as a qliphoth makes it feel more like a boss fight as you are constantly having to change the body weight of your employees. I feel like, for a middle ground would be that employees would get a slight buff for being on the given body shape, but get no debuff, but an upgraded version of this would keep the debuff while making the buff more effective.

Maybe a combination for the fitness team is that they snowball, where the higher their weight gets, the faster they gain it as well as gaining more debuffs, BUT they benefit more from having less weight than other departments in a way that makes it feel fair. Maybe more damage and resistance from their gears or a boost to starting health and sanity or something.

Your ideas are great so far! I hope you continue making things for this!

1 Like

NEW FATTY: Baker’s windmill
RANKING: FULL

COMBO 1/3: (FATTY: “BAKER” RANKING: GLUTTON)

Description: An ordinary windmill that was presumed to have been owned by the FATTY “BAKER” it is unknown how it gets the material or the labor to produce bread but studies suggest that whenever someone bakes any bread anywhere an identical copy of it will be produced by the windmill.

How it works: It will produce a bread after 3 minutes and can store up to 3 pieces of bread. An employee can chose to eat the bread to reduce the stack, or simply continue with research without touching it. If the windmill already contains 3 pieces of bread when it tries to create a new one it will break, spilling a lot of dough into the hallway making it impossible to reach the other side. Afterwards employees will become unable to research the FATTY for the rest of the day.

NEW FATTY: Baker’s Hat
RANKING: HUNGRY

COMBO 2/3: (FATTY: “BAKER” RANKING: GLUTTON)

Description: A semingly ordinaty looking hat, employees that wear it remark how it feels very soft and other employees also remark how they the wearer also becomes just as soft as the hat.

How it works: During the day one employee will chosen by the hat, in which case the hat will appear on their head, the employee will afterwards gain double the weight that they would normally get when researching any food based FATTY and any buffs they would gain do to their current weight are doubled and penalties are halved, if the employee who is wearing the hat gets a negative result while researching will result in the windmill geting one more bread and the assistant to go down by one qliporth counter. Any attempts by the employee to perform research with the Baker’s Assistants will result in the “BAKER” arriving.

NEW FATTY: Baker’s Assistants
RANKING: Starved

COMBO 3/3: (FATTY: “BAKER” RANKING: GLUTTON)

Description: “Any good baker requires assistants and we are more than glad to help any aspiring baker reach their true potential”.

How it works: An employee that researchs the assistants will become an aspiring baker for the duration of the shift, they will get an assistant folowing them around and helping them perform tasks and defeating FATTYS if at any point they die the qliporth counter will go down by one, the counter can only be restored by defeating FATTYS. If the counter reaches zero they will escape and make their way to where the aspiring bakers are, at which point they will begin attacking them as revenge for failing to protect their assistant and for being a bad baker, they will only stop when all the aspiring bakers are immobile or when their life reaches zero.

NEW FATTY: BAKER
RANKING: GLUTTON

COMBO (ARE YOU HUNGRY?): (FATTY: “BAKER” RANKING: GLUTTON)

Description: “I am hungry, but you are too, no? As long as there is anybody hungry I can’t eat, so…please ,do not be hungry, I will bake for you until you are full”

How it works: The BAKER arrives only when the windmill is broken and the assistants break out, at which point the Baker’s hat will fly from the employee who is currently wearing it to the pile of dough in front of the windmill, the assistants will abandon any attempts to pursue the aspiring bakers and make their way to the windmill to wait for the hat, when both the assistants and the hat arive the dough will dissapear leaving behind the figure of a starved man wearing a baker’s outfit, the assistants will gain a new look becoming themselves starced, also the employee who was wearing the baker’s hat will become their second in comand and also gain the same look.

With the help of the assistants the baker will begin to pursue all employes in an attempt to make them immobile, whenever an employee becomes immobile the BAKER will gain a bit of fat, after 10 employees become immobile the BAKER will also become immobile at which point it will trasition to their second phase.

On their second phase the assistants will return to their normal appearance (which is slightly fat), and continue their hunt, the baker will begin to produce floating bread that will stuff itself down any employee mouth, if the BAKER is still not defeated and all employees become immobile, the last phase will begin.

On the last phase all assistants will become immobile and have a look of contentment on their faces, the BAKER will also have that look, now the employee, that had become their right hand man, will be able to make their way to where the Baker’s hat chamber is, which will begin to glow a golden light, at which point they will don the baker’s hat and the BAKER and assistants will disseapear, ending the day early. The employee will gain the BAKER’s set which is unremovable, and provides great buffs inclunding the baker’s hat buffs (the baker’s hat will no longer appear on anyone elses head), and the ability to summon 3 Baker’s assistants without causing the qliporth counter to go down if they die.

1 Like

30/03/26 - 500KG Content (PT. 1)

This is going to be a big showing, I’ve made new Fatties, drawn some of the ones you people have suggested and most importantly, built upon the main gameplay parts of the game! So here we go.

Starting off, I have finally made the gameplay loop of the game!

HOW IT WORKS

  • When a day starts, you are given a quota of money.
  • You fill this quota by successfully researching Fatties and stopping bad events like breaches and raids (will cover later) from happening.
  • When the day ends, if you have met the quota, any excess money will be yours to keep, letting you spend it on upgrades to your facility.
  • When the day ends, if you haven’t met the quota, you lose and get the “fired” ending where you are fired for failing your job as manager.
  • The quota for the first day is €1000
  • Each day will increase the quota by €200
  • The more Fatties you get, the more money you can get.

(If this gameplay loop isn’t good, please suggest ideas to fix it!)

Next up, we have the important update of the employees, when you click on an employee you will be shown their information.
This includes

  • Health
  • Sanity
  • Weight
  • Fat Affinity
  • Active effects
  • Equipped Fatty gears
  • Equipped Fatty gifts
  • Name of employee
  • Role of employee

(NOTE: THIS JUST A LAYOUT. EACH EMPLOYEE’S INFORMATION WILL BE DIFFERENT.)

Now for some details on some parts of this page.

SANITY
You may notice 2 extra bars on the circle for Sanity, these are important.
When the blue bar of the Sanity circle goes down past the 75% mark (on the right side), the employee will enter a “panicked” state in which they will abandon the task they were doing and run away from whatever caused the panic. This state will end when the Sanity circle goes above the bar again. (NOTE: NOT ALL EMPLOYEE’S PANIC BAR IS AT 75%, THIS IS JUST FOR THE BASE EMPLOYEE.)

When blue bar goes past the 25% bar on the left, they will enter a “depressed” state after they get out of their “panicked” state. This will cause them to be less efficient at working and will make them lose weight passively. This state will end either by reaching the end of the day or waiting out the timer’s effect (3 minutes unless special conditions). This timer can be decreased by making the employee rest or work with a fatty that matches their affinity (NOTE: NOT ALL EMPLOYEE’S DEPRESSION BAR IS AT 25% THIS IS JUST FOR THE BASE EMPLOYEE.)

WEIGHT
Thankfully this is much more simple than Sanity.
When the employee’s weight goes over the line on the right (weight threshold), the employee will enter an “immobile” state. While in this state the employee loses the ability to move, complete tasks and lose weight passively. They will exit this state at the end of the day or if special Fatty gears are used on them that can counteract it. (NOTE: NOT ALL EMPLOYEE’S IMMOBILE BAR IS LIKE THAT, THIS IS JUST THE ONE FOR THE BASE EMPLOYEE.)

When the circle is full, the employee will become so fat they fill wherever they are and will become basically a wall. Neither employees nor Fatties will be able to move past them. This is the same for all employees. If this happens you will permanently lose said employee. (NOTE: Employees who are permanently lost due to being too fat do not die, in fact after the day has ended they go to a special care centre where they will live happy lives as massive blobs of fat.)

FAT AFFINITY
Fat Affinity, or just Affinity, is split up into 3 parts, employees who’s affinity match up closely or exactly with a Fatty, the chance of doing successful researching, getting gifts and gears will increase by a LOT, and can let specific Fatties do special things.
The parts of Affinity are

PERSONALITY

  • Determines what kind of fat it relates to
  • This include (Slob, Clean, Blueberry, Vore and Inflate)

BODY SHAPE

  • Determines body shape the employee likes
  • This includes (Apple, Pear, Hourglass, Overall and more (i don remember them all sorry))

WHOM

  • Determines if the employee would like this upon themselves or to another person
  • This includes (Self, Other and mutual)

HEALTH

  • if it reaches 0 they die.

(NOTE: THIS IS NOT FINAL, THIS WILL BE CHANGED AND IMPROVED ON A LATER DATE.)

Next we have special events called “Raids”.
Fat Corp aren’t the only people who are interested in Fat-based oddities. They will try to mess up your job for their own goals and you must stop them!

Raids occur semi-rarely, having a chance to happen every day and can only happen once a day (regularly).
You will be raided by 2 factions, the OOO (Obesity Obliteration Occult) or the FFF (Fatty Freedom Faction), the OOO will try to destroy your Fatties and the FFF will try to set your Fatties free into the wild, “where they belong” as the FFF says.

However, there are more factions that can raid you, but they don’t happen regularly, they only raid you either in the endless mode or in the hard mode (which is another mode that is acquired by beating the game regularly, sadly there is no progress on information about the mode right now.)

These other raiders will only begin to spawn once you acquire their Fatty, an example is “The Church of Elga” who are a cult who want to feed all live to Elga, who is their “lord”.

In Hard and Endless mode, Raids can happen multiple times in 1 day. In Hard mode multiple groups can raid at one time.

(NOTE: NOT ALL FATTIES HAVE A RAID RELATED TO THEM.)

Next up we have more important characters!

Meet Chloe and F.A.D. (Factory Activated Director)!
(for some reason I cannot add more images, I apologise.)

“Umm, I can’t think of anything to say, haha!” - Chloe, Assistant Manager when we asked her to give us a quote

Chloe acts as your Assistant Manager, this applies to both story and gameplay.

GAMEPLAY

  • Chloe will act as another you in a sense
  • You can make her overlook and manage task of your choosing like researching a Fatty, managing a suppression or managing the weight levels of a certain department.
  • You can only make her manage one thing at a time though, so while you quickly make her manage something in a panic, it can have a long term effect for not caring for another important task.

STORY
While I cannot spoil much of the story for now, I will share as much as I can

  • She has a massive lesbian crush for FAD and you can help try get them together
  • She plays as a Deuteragonist to you, the protagonist

“You should get back to your tasks instead of wasting both of our times.” - FAD after we asked it to give us a quote…

FAD, or as its full name “Factory Activated Director” is an android made by the higher ups of Obesity Association. It acts as your boss character, at the end of each day it will give you a report on how the day went, how much money you earned and what things you can buy with it.

In story it acts as your boss, or more of the “word” of the higher ups of the company. It also fills out the mentor role at the start of the game in the tutorial (which I haven’t really developed on).

FAD is an android. Can it feel feelings? Can it reciprocate the love Chloe has for it? Can it find something to be happy about? Can it get fat? That will be for you to find out.

(NOTE: THIS UPDATE LOG IS BEING SPLIT UP INTO 2, YOU WILL HAVE TO WAIT FOR THR NEXT PART WHICH WILL COME OUT LATER TODAY.)

3 Likes

I’ve been a bit tired lately, so I haven’t been replying as often, but I will try to add some stuff to the gameplay loop:

-For games like this, having a lose condition isn’t the right way to go, instead, you ‘lose’ by having your facility get completely ruined and you have to restart the day. ‘losing’ and losing all your progress works against the game in a sense.

-The quota increase should be a bit different (some FBO might give a lot more money then what is added, causing a surplus in money and making it not feel worked for), although I don’t know any equations on how to fix it

-Maybe you can extract something special from the FOBs as well to sell for more cash? Because just getting flat cash out of them doesn’t really seem to fit with their whole thing (example being: I don’t think Elga will pay you to stay inside this facility to get studied).

-I think maybe switching what panicked and depress does would help too. Maybe having it be depressed (less that 50% sanity) (harder for an employee to do work, and they are slower/weaker) → panicked (unable to do any work and can cause bad things to happen in some cases) (0 sanity)

-Maybe some employees can roll immobile employees to areas where they can lose weight, so you don’t just lose them for the whole day (you could also have more lines on the weight circle in order for someone to measure at what weight they gain what stage?)

-If they do have self desires of weight, would they gain a sanity increase or attack/work buff if it is fulfilled?

-would raids work similar to the dawn, noon, dusks, and midnights of lobotomy corp? Or would they happen randomly

-I’m a little concerned about the programming side for Chloe, but if you can pull it off, I feel like it would be good for multi-taskers. Like setting her up to send certain employees to do certain work on some FBOs

I also had some things I wanted to suggest for the baker set, but I’m a bit tired atm as previously mentioned, so I’ll leave it here. Everything else seems great though! Keep up the good work!

1 Like

500KG Content: PT.2

Now that we have covered the majority of the important subjects, let us move onto the thing most of you are in for. The fatties.

First I will introduce the new fatties I have made, then I will show the art I made for some of your suggestions for fatties.

NAME: “Faustian Fashion”
RANKING: HUNGRY

DESCRIPTION: The fat based oddity is a sapient bowler hat and pair of gloves, if it weren’t for the con man personality it has, we might’ve let it roam around the facility when it wants.

HOW IT WORKS: When you send an employee to do work with the fatty, there is a chance the fatty can take over the employee. The way it works is when they meat, a “deal” (which is basically a coinflip) will begin between the 2. If the coin lands heads the employee will refuse the deal and receive the fatty gift, if the coin lands tails the employee will accept the deal and the fatty will take over the employee’s body, fulfilling the deal which is dependent on what the employee’s fat affinity is.
You can increase the chance of your employee getting the gear by having them at a higher sanity.

If the fatty doesn’t try to make a deal within 3-5 minutes it will breakout and seek an employee with low sanity and force them into a deal, if the employee declines the deal at that point, the fatty will return to containment itself.

FOOD GIFT: Deal Breaking Bowler Hat
BUFFS: +5% Sanity recharge rate, -5% Sanity loss rate
DESCRIPTION: One third of the fatty, people might get you confused with the actual one.

NAME: LETS PAR-TAE!!11!
RANKING: GLUTTON

DESCRIPTION: This fatty single handily banned non-holiday parties. Every employee hates this fatty.

HOW IT WORKS: LETS PAR-TAE!!11! will try at all times to break out, once it does it will repeatedly hit itself to build up its “fizz meter”. Any employee who gets near it while it’s hitting itself, it will instead sucker punch the employee dealing 85 damage. Once the meter is full it will blast a “soda beam” from its arm, the beam goes the full length of the hallway and if any employee is caught in it they will immediately be set past the fat threshold.

FOOD GIFT: Party top
Buffs: +15% damage resistance, -10% fat loss rate
DESCRIPTION: DANC3 T1LL Y0U G0 L1MP AND 3AT T1LL Y0U F1LL TH3 H0US3!1!!

Now, hear is my art of some of your suggestions!

“Whispering Stone” by @bobbert012212

“We can eat anything!” by @bobbert012212

And that’s all the art I made, I wanted to draw Glass’s “Baker” fatty but I haven’t started it, I truly do apologise.
(NOTE: Thank you for suggesting this fatties! I will plan to draw more of the ones I missed soon!)

1 Like

Don’t worry about not replying as often, if you are tired that is completely fine, take time to care for yourself if you need!

That is a fair point for the gameplay loop. I shall remove it.

I’m going to be honest I’m not sure how the money system will work now without the lose condition. I will try my best to think of a solution on a later date.

You don’t receive money from the fatties themselves (although thinking of Elga giving you a couple of euros for researching her is kind of funny), when you complete research, you sell off the research to other facilities, the higher ups of the company and to any people who have the money to buy the research. Things like stopping raids and suppressing fatties will get you paid by the higher ups of the company.

That, is a good rework of the sanity system. I will use that instead.

Those are good suggestions, I especially love the idea of rolling employees to weight loss areas. Very good!

Yes they would, this also works with “other” where if they see someone who matches their affinity they get buffs and “both” get the best of “both” worlds where they receive the buff by both methods

The raids would happen randomly, it makes it more chaotic and fun to deal with. There is an exception though, if a fatty that has a raid breaches containment, the chances of a raid greatly increase

I too am worried on the programming side of things, I haven’t started work on programming the game, I’ve just spent time concepting everything and working on said concepts with you’re (and others) suggestions and advice. Although I personally think she won’t be too hard to code in!

Thank you for the kind words and suggestions you have given. I will try to make everything as good as possible!

2 Likes

Thanks for reading my stuff! I truly appreciate it! I also enjoy the art of the suggested FOBs!

For the money system, we could have it so, during the day you acquire a resource from the FOBs to produce the FOB gear, while after the day, you gain money from the reaserch you sell, as well as being able to sell FOB gear to other companies (maybe resulting in their spokesperson gaining a little weight). Money could also be used to invest in your facilities’ defenses (lowering the chance of raid, buying defenses for certain hallways to help with breaches, mercenary hire, ect.). Selling to a certain company could also increase a meter or something that gives buffs for your company the more you sell and interact with this company (you are becoming more valuable to them, so they are allowing you to access more of their resources, this might also be a fun way to unlock certain special abnos.)

For the random raids, I feel like having them random would also be fun! Just make it so it doesn’t happen within the first 5 seconds of the day. There should also be something to prevent back to back raids so your employees can have a breather. On the contrary, having raid groups come in around the same time and fight each other as well as your employees would be fun to watch. The real question is, would their be any rewards for fighting off harder raids? Imagine the raid groups for certain abnos keep brining tougher and tougher abnos from their groups to fight your company, and that is how you can gain special abnos related to those groups too!

By making money be something gained after the day is over, people can try and work for as long as possible to upgrade their facility at the end of the day. To counter this, I feel like having tougher and tougher raids happen the longer the game goes on would be a good counter point, and rewarding the player for these raids would incite them on getting tougher abnos. By having it so YOU determine when and how you upgrade your facility, it would make it so players have more control of their facility.

Thats all I can think up of now though. Remember, my things are only SUGGESTIONS, do not feel obligated to include them if they go against your vision!

Next time, i’ll try to think up of more FOBs, maybe some companies you can work with if this idea is approved, and other things that my brain can’t think of atm.

I hope you have a great day,afternoon,evening, or night and I appreciate you for at least reading this post!

1 Like

20/05/26 - Sorry for the Bad Service

Hello.
I sincerely apologise for my lack of updates on this forum. I have been going through a good bit of personal stuff which had made me forget that this forum exists. Do note that I am doing well now and hopefully with the summer holidays coming up, I should be able to focus on this more.

Now, before we start with the additions, we shall discuss

THE HARD MODE & INFINITE MODE EXPLANATIONS - WHAT ARE THEY?

5 Star Course (Hard mode)

  • 5 Star Course is unlocked after the completion of the main story

  • 5 Star Course can be applied to both the story mode and the Endless Banquet (Infinite mode)

  • 5 Star Course increases the games difficulty significantly in various ways, these include

  • Increasing the chance of getting STARVED/GLUTTON level fatties earlier on

  • Increasing the chance of raids starting

  • Fatty-specific raids now have a chance to spawn

  • Employees are much more fragile, physically, mentally and on the weighing scale

And more. (I haven’t thought of more yet)

Endless Banquet (Infinite mode)

  • Endless Banquet is unlocked after the completion of the main story
  • Endless Banquet removes all the story sections in the game and turns the regular story mode into an endless rogue-like version of the game
  • When you eventually lose on a day, the day you reached will be your highscore

Now for the next important addition, Achievements!

Achievements are unlocked by doing specific things while playing the game, they provide no real rewards and just act as fun things to do when you have nothing else to do

While I cannot go into detail on some of the achievements (for spoiler reasons) I will tell you about some of the non-spoiler related ones

“Happens to the best of us”

  • Lose an employee via their death
    “Happens to, probably not the best of us”
  • Fail a day for the first time
    “Perfect Track Record”
  • Beat the story mode without a single employee dying
    “Let’s use every last drop.”

- Have an employee with the “LIF3 0F T3H PAR-TAE!1!1” Utensil use “S0DA BIAAAAASSSSTTTTAAAA!!1!” against “LETS PAR-TAE!!11!!!” “S00DDAA, BIAAAAAAAAAAAAASSSSAAAAAAATTTTTTTTTTAAAAAAAAA1!!1!1!1!1!1!”
“WHAT IS THAT?!”

  • Acquire a GLUTTON level fatty for the first time
    “You look familiar…”
  • Send an employee with the “Deal Breaking Bowler Hat” Fatty gift to do work with Faustian Fashion
    “Bad Management Skills”
  • Send an entire department to deal with a HUNGRY - STUFFED level fatty while a GLUTTON level fatty is breaching
    “Everything’s fine”
  • Have every fatty that can breach, breach at the same time

Now for more gameplay related things

NEW DAMAGE SYSTEMS

Any attack falls into these 3 main categories

  • Physical (HP damage)
  • Mental (SP damage)
  • Weighted (Fat change)
    Of the Physical attacks, they fall into 2 categories
  • Blunt
  • Sharp
    These 2 categories function practically the same, just that some employees, fatties and raiders have different weaknesses and resistances towards them

FATTY GEAR - UTENSILS
-This game’s equivalent of Lob corp’s “E.G.O. Weapons” and “E.G.O. Armour” are Utensils (E.G.O. Gifts are called snacks or fatty gifts)
-They function like their lob corp counterparts but instead of doing damage and shielding via the lob corp damage system, they do their jobs via the fat corp damage system

(NOTE: THIS POST IS SPLIT INTO 2 SEPARATE POSTS)

Hello Again! I’m still here to try and provide support with my own opinions, and I hope you will still at least humor my feedback!

For the hard mode:
-I feel like you could make hard mode exclusive Fatties that would seem like they would throw off the balance of the game in the normal mode, this would also make it so you can keep your employees the same (because I feel like making them weaker would not be for the best).
-Maybe make it so during the hard mode, there is a timer in which another raid will start, as if your facility is under constant fire (although it will not tell you which faction is coming)
That’s the only gripes I have with this, but other than that, I feel like everything else seems pretty solid!
Now its time for some Fatty ideas:

Name: “Limit Breaker”
Ranking: “Full”
Type: Tool (if we are doing types)

Description: This Fat based oddity seems to be a pack of pills directed towards those wanting to “Push their limits.” At first glance, it seems like it would be something advertised towards those that would want a bit more help getting muscles, but its drawbacks push it towards a… different audience. The reason we took this thing in in the first place though, was because they just keep replenishing themselves.

How it works: when an Employee works with this FBO, it will increase the employee’s damage output by 5% each time they use it, but it will convert any damage they take into WEIGHTED damage. Subsequent uses cause for 2.5% increased damage taken per use on top of the increased damage.

=======================================================================

Name: Cheat Day

Ranking: Full

Description: This lady seems to be someone who is hellbent on keep people in shape. They look like your average fitness guru. and their results say as such, but something about their methods and preferences seem… off. Either way, they will have re-occurring customers.

How it works:

-Cheat Day will have a special work over the “Instinct” work that is called “Workout”. This will allow an employee to lower their weight and fat damage for the qliphoth, but during the next qliphoth, the employee will take more WEIGHTED damage. The effects will end after the subsequent qliphoth.

-Cheat day will have a special interaction if an employee is under the effects of “Limit Breaker” where they will eat some of the pills and gain weight themselves. Increasing the buff they give, but also increasing the penalty time. After this happens 3 times, Cheat day will fill their containment and be unable to be worked with for the rest of the day.

FOOD GIFT: Diet Breaker
BUFFS: +5% WEIGHTED DAMAGE, -5% WEIGHTED DAMAGE TAKEN
Description: This food gift manifests around the moth of an employee. A few crumbs here and a few stains there, are you sure they just haven’t been eating more?

Thanks again for the continued updates on this concept, and don’t worry about needing to update on this forum. Your personal life comes first!

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You don’t need to worry about me “humouring your feedback”, all of your feedback has been valuable and has improved this concept a lot, any feedback you give is valid and will always be listened to!

I had originally planned to to hard mode exclusive fatties but i thought it was a bad idea to lock stuff behind completing the game, but if it isn’t that bad of an idea then it can be added.

On the topic of this I shall introduce the first hard mode exclusive fatty I had thought of at the time (now reworked so it is actually good)

NAME: MEMORY MAW
RANKING: STARVED

DESCRIPTION: Memory Maw is a ghost-like entity that takes the appearance of a black figure with a brown tre
i forgot what I was writing ill finish this later when i eat my breakfast

  • lei, dietary team researcher

HOW IT WORKS:
Memory Maw’s qliphoth (I haven’t thought of a name to replace it yet) will constantly be counting down, once it reaches 0 it will breach
While breaching it has 3 phases, it transitions between phases after biting enough employees (phase 1-2 is 1 employee, 2-3 is 3 employees)
While breaching it will target a randomly selected employee until it reaches phase 3 where it will attack the nearest employee

PHASE 1: Memory Maw is completely invisible to all employees (translucent for the player), when it gets near an enemy it will shortly become visible and bite them, dealing 50 SANITY damage and inflicts them with “Phase 1 Dementia” (Phase 1 Dementia will make the employee constantly hungry since Memory Maw ate their memory of eating that day))

PHASE 2: Memory Maw is now slightly visible and can be seen by employees with high enough sanity (95 or above), it also is now slower moving as it has become fatter
Its bite now deals 50 SANITY damage, 10 PHYSICAL damage and inflicts “Phase 2 Dementia” (Same effects as before but now they are unable to use utensils since Memory Maw ate their memory of learning how to use it)

PHASE 3: Memory Maw is no longer invisible and can be seen by all employees, alone with this it is even slower due to being much fatter now, biting employees will now restore HP for Memory Maw
Its bite now deals 100 SANITY damage, 50 HP damage and inflicts “Phase 3 Dementia” (same effects as stage 2 dementia except now the affected employee will forget their current task completely and won’t be able to resume any task until the effect wears off)

Bonus knowledge on Dementia, when Memory Maw goes switches to its next phase dementia will go into its next phase. Also Dementia wears off when Memory Maw is suppressed

FOOD GIFT: Digested Memory
BUFFS: -10% SANITY DAMAGE TAKEN, 10% LOWER DEPRESSION AND PANIC THRESHOLDS
DESCRIPTIONS: It is hard to describe what the gift looks like, it kind of lo- Oh, I remember now, I had oatmeal for breakfast!

Those are some pretty good FBOS (also yes we are doing types), when I get the chance I’ll be sure to draw them

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A few ideas here:

  1. For hard mode, should it be made so you have to also keep track of how much food your facility is producing each day? Making it so it would be beneficial sometimes to have less employees in a portion of the facility which would allow for less food consumption? If this was the case, would there be an outside company that would be able to upgrade your facility’s food production capabilities? Or would you be able to get food as a side resource from only certain hard mode abnormalities / normal abnormalities
  2. Would the sephiroth get fatter as their department upgrades? If so, would this effect the food consumption mechanic in hard mode (raising the base food consumed per day per department)
  3. Should we change glutton to ravenous to fit the theme of getting hungrier = more dangerous?

like, have it Sated → Stuffed → Full → Hungry → Starved → (Hard mode) Ravenous?

Also, Heres a Fatty for you:

New Fatty: Deep Rooted Rot
Ranking: Stuffed → Full

Description: This fat-based oddity appears to be a fungus or root of some kind that is a rotted brown-ish green in color. The odor it emits is… unpleasant to say the least, and it appears to be growing within its containment unit.

How it works: The fatty works upon stages. Each time someone gets bad work with it, it becomes harder to work with (due to the aformentioned smell getting more… pungent.). Anyone who works with the abno will get the effect “Disgusted” and will not be able to eat for the current qliphoth. If they continue to work with this FBO while having “Disgusted”, the Debuff will change into something called “Rooted”. Rooted means that the employee cannot eat for the rest of the day, due to a constant repulsive taste in their mouth. If this progression is to be ignored, and you continue to work with Deeply Rooted Rot with the same employee, said employee will root within the ground after a few seconds of working with Deeply Rooted Rot and inflict “Disgusted” to all other employees within the room.

Fat Gear (weapon): “Repulsive”

  • A Crossbow that fires solidified versions of the root at foes, dealing Sanity damage and Health damage.
    ”I can’t uproot it, I can’t even get close to it because of the… smell.”
    Fat Gear (Armor): “Repulsive”
    The armor is made out of the roots of the FBO… and they somehow smell more pleasant than the original sprout…
    -Inflicts “Pleasant” To nearby employees, allowing them to take less fat damage. resistant to red damage, normal to white damage, weak to fat damage.
    '“yet, under that repugnant sprout was something of much more worth…”

Fat Gift: “Repulsive”
-It appears that the roots have been re-arranged into some kind of brooch for the employee to wear. While acting like a portable (and fashionable) air filter, one hopes that it will not sprout another bud onto the employee.
(+0.1 resistance to fat damage, given constant “Pleasant” effect.)
Comments: I would say this abnormality is good for diets… but I wish we could use it against other FBO’s. Too bad they only care about stuffing their face, and not how disgusting said this smells, or tastes.

Fat-Based Oddity: “Table for two”

Ranking: Full
Description: "A table, fitted with a white cloth draped over it. It has 2 plates, utensils, napkins, and a vase in the middle with a red rose. The rose emits an odor that makes your mouth water.

How it works: This FBO has a special work action that replaces temperance called “Dine”. If this action is chosen, the employee will sit down in the chair closet to the entrance of the containment chamber, where then a figure will appear seated in the chair across from them. From employee accounts, it appears that, no matter the angle, the figure’s face is always covered by the rose. To the manager, there is a rose over the face of the abnormality as well. During this “Date” the FBO and the employee will eat at the table, but the FBO will not eat as much as the employee. After a while, the employee will be enticed to eat more and more, it is noted that the food on the plates replenish after the original meal is finished. If the employee does not have sufficient insight “LV 3 or higher” they will eat almost triple the normal amount of food given, increasing their weight by X amount. If the employee becomes immobile while the date is happening, the chair will break, and the employee will be consumed by the rose. This will also increase the weight of both the figure and add another rose into the vase. Attempts have been made to have the figure break their chair, but this has proved fruitless. With the increase in weight, it also increases the FBO’s enkephilin (resource produced by working with FBOS that I am blanking on so I will use the default lob corp term) output. If the date is successfully completed, the employee will leave the containment chamber with an increase to both sanity and health, as well as being healed in both previously mentioned aspects. If the FBO is not worked on within the current Qliphoth, it will decrease. If the Qliphoth reaches 0, the abnormality will lure an employee to their containment and, if not stopped, will force a date. It usually entices either the lowest INSIGHT employee, or the fattest employee (priority goes Lowest insight → Fattest) to their containment.

Fat Great (Weapon) “Enticement”
-The weapon is shown to be a rose with an abnormally long stem. This weapon is mostly used as a whip. It deals red damage, and after hitting 3 times, will use an AOE fat damage attack in which the rose emits an alluring. The damage is indiscriminate.
”You just sat there and stared at me, while each bite was followed by words of encouragement”
Fat Gear(Armor) “Enticement”
-The gear appears to be the mix of a tux and an a rose’s roots. Although spikey, it is rather comfortable to wear. resistant to white damage, normal to red, weak to fat
”And I enjoyed every bite because of it”
Fat Gift “Enticement” (Brooch):

It appears to be a rose brooch, usually worn during dates.
Increases resistance to fat damage the more it is taken. +1 Temperance +1 Instinct.
”And yet, just like this rose, I knew it would hurt the more I held onto you”

thank you for reading my suggestions and my ideas. I will make more FBOs later if desired.
(Side note: are we going to have 3 damage types or 4? If it is 4, could you please state them in the following comment so I can more accurately make Fatty Gears?)
(Side Side note: Another thing I would like to request is the abno work stuff as well as what each one is in charge of. Like the temperance, insight, instinct, justice)

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29/05/26 - Sorry for the Bad Service PT:2

A small addition: Some FBOs will have special songs play when they breach, the FBOs that will have this feature are FBOs that require a sequence of events to happen to spawn, E.G. The Baker (made by @Glass) or The Whale. This is to show that these FBOs are special and need all attention directed to them.
Now time for the part everyone is excited for (from what I can tell), the new fatties!

COMBO 1/3
NAME: The Girl and The Whale
RANKING: FULL

DESCRIPTION: “It is a book that seem to have seen a lot. I’ve heard that the story is good, great characters, interesting plot, but I haven’t heard anything about the ending, but that’s probably for the best. Don’t want to end up like the whale!” - Troy, Fitness team guard

(FUN FACT: This Fatty was one of the first ones that was made! If you look back at some of the first messages in this thread I mentioned the Fatty along with Elga!)

HOW IT WORKS:
When selecting a work option for the FBO, INSPECTING (Replacement for INSIGHT from Lobotomy Corporation) is replaced with READ
When an employee successfully does READ, they heal 15SP, lower the DEPRESSION threshold by 5% and the Qliphoth drops by 1. If they fail it, the Qliphoth is increased by 1

When an employee does READ and the Qliphoth reaches 0, the employee is immediately becomes immobile (as in fat immobile), and on the farthest point of the map, “The Girl” is spawned, entering the breaching state

The Girl has 500HP (700 on hard mode) and is immune to SANITY damage
The Girl will then attempt to travel to the immobile employee and if they successfully make it, kill the employee. This can be stopped by either killing The Girl, making her surpass her weight threshold or if “The Captain of The Valkyrie” FBO breaches while The Girl is breaching.

COMBO 2/3
NAME: The Captain of The Valkyrie
RANKING: STARVED
DESCRIPTION: The Captain of The Valkyrie, who hasn’t given us any other name to use that isn’t extremely lengthy appears in the form of a stoic old sailor, wearing a dark blue navy outfit-that of which is shown to be a rank of a Captain, having a battle-worn harpoon as a replacement for its bottom left leg, and holding an anchor that is twice the size of the FBO at all times. It is theorised that the Captain is a future version of “The Girl” FBO that is apart of “The Girl and The Whale” FBO, but that theory is still being tested.

HOW IT WORKS: When doing “bonding” work with this FBO, the work result will always be good. However, the employee will take 60 SANITY damage upon completion. This is due to the work involving the employee listening to its sailor tales and hearing of the horrors it has committed. The other work types (E.G. Feeding, Inspecting, and Dieting) remain functionally the same.

This FBO will only breach when a STARVED or RAVENOUS FBO breaches (E.G. Elga the Ever-starving would get this FBO to breach if it breached). When breaching, it will travel to the other breaching FBO and attempt to “hunt” it. When it does reach the FBO it will use its anchor and swing at the FBO, dealing 120 HEALTH damage (this attack hits multiple targets and can hit employees), if the FBO deals the final blow on the other FBO it will return itself to its containment, but if an employee does the final blow the FBO will start attacking all nearby employees. When attacking employees, it will deal WEIGHTED damage instead of HP damage.
It can be suppressed via regular HP damage and WEIGHTED damage, it is also immune to SP damage.

COMBO 3/3
NAME: THE WHALE
RANKING: RAVENOUS
DESCRIPTION: “Ohhh, it truly is a hideous thing, the heart of all Greed! The sea was made to contain the damn thing I tell ya’! It’s big enough to swallow battleships whole and anything that isn’t a strike from God ‘emself won’t even leave a scratch it’s hide. The worst thing about that beast is what it does with its food, because eating everything in sight isn’t enough to fulfil its greed. It expellees its dinner up when its got the nutrients from it and the waste turn into horrid beasts that will feed themselves into the nearest on-looker! I tell ya’ when I first heard of that thing, I was starstruck with a want to eat its damn heart out!” - The Captain of The Valkyrie when asked about THE WHALE

HOW IT WORKS:
(BASE HP: 600)
This FBO only spawns when both The Captain of The Valkyrie and The Girl and The Whale are breaching, when spawned it will swim in the air at a slow speed and hunt down nearby employees. When it is in eating range of an employee, it will eat them whole-then it will turn the employee into a minion, every time THE WHALE does this its max HEALTH increases by 50 and will increase in size, every time it gets bigger its bite will gain the ability to hit more then 1 target.

The minions will wander around the facility, when they stumble into an employee, they will hold them down and feed themselves to the employee dealing 5 WEIGHT damage a second. Once the employee surpasses their weight threshold, THE WHALE will be alerted to the employees location and will try to eat them.

While breaching, both The Girl and The Captain of The Valkyrie will try to hunt down THE WHALE, they are immune to the effect THE WHALE does with its attack-instead taking 200 HP damage when bit. When THE WHALE is suppressed, both The Girl and The Captain of The Valkyrie will be set past their weight threshold and will be suppressed, with The Girl despawning.

FBO GIFTS/SNACKS

The Girl and The Whale

  • “Ripped-off page”
  • Face
  • Take 10% less SP damage
  • INSPECTING success rate +5%
  • “This page of the book is a pretty good read, sadly this version of it is much harder to read.”

The Captain of The Valkyrie

  • “Pipe of a crazed captain”
  • Mouth 1
  • Take 15% less SP damage
  • Lower Depression and Panic Thresholds by 5%
  • BONDING success rate +5%
  • “It be me oldest buddy! Never did me any wrong and always helped me take the edge off when piercing the eye of the biggest beats in the sea.”

THE WHALE

  • HEART OF GREED
  • BROOCH
  • DEAL -20% MORE WEIGHTED DAMAGE
  • TAKE 20% MORE WEIGHTED DAMAGE
  • WEIGHT THRESHOLD 30% INCREASE
  • +0.5% MAX HP AND “FEEDING” SUCCESS RATE FOR EVERY 1% WEIGHT ABOVE 30% (MAX 50%)
  • “FEAST.PROCREATE.EXPELL.FEAST.PROCREATE.EXPELL.FEAST.PROCREATE.EXPELL.”

FBO GEARS/UTENSILS

The Captain of The Valkyrie

  • “War-torn Captain”

  • Suit, Starved ranking

  • 0.9 HP damage (Endured)

  • 0.3 SP damage (Ineffective)

  • 1.2 WEIGHTED damage (Weak)

  • SPECIAL: Wearer gains 1 “Obsession” (Obsession: Cannot fall into Panic if wearer is doing a task)

  • “The battle-torn suit of a sailor who refused to die. Lets hope you carry that same attitude when wearing this.”

  • “War-Torn Captain”

  • Weapon, STARVED ranking

  • Damage: 50 HP damage, 20 SP damage

  • Attack speed: Slow

  • Range: Melee, medium

  • Each swing of this anchor is an AOE hit

  • “An anchor twice the size of anyone who wields it, the person who is the wielder gains an odd sense of bravery, scratch that, an odd sense of obsession.”

THE WHALE

  • “EMBODIMENT OF GREED”

  • SUIT, RAVENOUS RANKING

  • DAMAGE: -60 WEIGHTED DAMAGE, 50 HP DAMAGE, 10 SP DAMAGE

  • ATTACK SPEED: FAST

  • RANGE: MELEE, VERY SHORT

  • SPECIAL: HITTING ANOTHER EMPLOYEE WILL DEVOUR THEM AND HEAL THE USER BACK TO MAX HP AND SP, THE EATEN EMPLOYEE WILL BE SET TO THE MAX WEIGHT THRESHOLD
    “FEAST.FEAST.FEAST.FEAST.FEAST.”

  • “EMBODIMENT OF GREED”

  • SUIT, RAVENOUS RANKING

  • 0.5 HP DAMAGE (ENDURED)

  • 0.4 SP DAMAGE (ENDURED)

  • 2.0 WEIGHTED DAMAGE (ABSORB)

  • SPECIAL: LOSE WEIGHT AT 2.0 SPEED

  • “PROCREATE.SPREAD.PROCREATE.SPREAD.”

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05/07/26 - Naming the Menu

The first thing this log will introduce are the names of mechanics and details that had been unnamed for the duration of these logs

EMPLOYEE STATS

  • Fortitude = Integrity, controls HP statistics (max hp, hp recovery rate) and Weight statistics (min and max weight and #% of the weight threshold)

  • Prudence = Sanity , controls SP statistics (max sp, # depression threshold, sp recovery rate)

  • Temperance = Sociability, controls work success and work rate

  • Justice = Judgement, controls movement speed and suppression speed (attack speed)

WORK TYPES

  • Instinct = Indulgence
  • Insight = Observation
  • Attachment = Socializing
  • Repression = Dieting

BONUS

  • Qliphoth = Hunger

Now, the next second will be the introduction of the new Departments and their Directors

HEALTH AND SAFETY TEAM: “I mean, munch I guess being healthy and not fat is important, but crunch I think I want to prioritize the, chew safety, of health and safety.” Mirabelle, - Director of the Health and Safety Team

The Health and Safety Team (HS for short) prioritizes keeping other employees alive, instead of having weapons they wield medical equipment and snacks meant to heal other employees and bring up their mood. They also receive buffs depending on the status of other employees in the facility like increased SP recovery and lowered depression threshold. HS employees can make certain utensils stronger if they are designed as support items (Insulin Rifle for example), but will have the effectiveness of other utensils decreased (NOTE: Unlike the Fitness and Dietary teams, HS employees will be able to equip all types of utensils, however if they aren’t labelled as support utensils the effectiveness of the utensil will be decreased)

“WHAT ARE YOU DOING MAGGOTS?! YOU THINK BECAUSE THE MANAGER SAID THAT YOU’VE GOTTA INTERVIEW ME YOU CAN WASTE MY TIME?! GET BACK TO WORK YOU SOGGY DOLTS!” - Orgí, Director of the Training Team

The Training Team prioritizes making employees strong and ready for other departments, employees of this department can fit any role, support, research, suppression, you name it.
Employees of the Training Team receive 50% experience from doing research and suppressions. Employees of the Training Team can use any utensils.

Now, let us finally get onto the new fatties.

NAME: Insulin Mercenary
RANKING: Hungry
DESCRIPTION: “The shot is so effective it could make anyone skinny!”

HOW IT WORKS:
This is a tool FBO. Employees who use this FBO will reduce the weight of the employee by 20% (if the employee is below 20% it will inject all stored up fat into the employee). Every time it is used it stores up the fat it has absorbed. When the FBO reaches 100% stored up fat, it will fire a bolt from a random point on the map and any employee who is fit will have all the stored up fat added to their current weight.

NAME: Floral Scale
RANKING: Starved
DESCRIPTION: “Those who turn a blind eye to the balance of Body and Mind shall be punished”

HOW IT WORKS:
When selecting a work, “Observing” will be replaced with “Balancing”.
If an employee enters with their SP lower then their HP, the Hunger count will lower by 1 and the employee will have their weight set to max once they leave the containment of Floral Scale.
If an employee enters with their HP lower then their HP, the Hunger count will lower by 1 and the employee will have their weight set to 0 once they leave the containment of Floral Scale.
If an employee enters with their HP and SP at the same value, the work result will be set to good and the employee will receive a +5 to their max HP and SP.
Once the FBO breaches, any employee who walks near it will be put on the scale, the results are the same as what was described earlier.

Floral Scale Snacks/Utensils

“Flowery Temple”

  • Hat
  • +5 SP recovery rate, +5 HP recovery rate
  • “The balance of a flower, how perfect.”

“Floral Judgement”

  • 10-20 WEIGHTED damage
  • Suppression rate: Normal
  • Range: Melee, medium
  • ATK Type: Blunt

“Floral Judgement”

  • 0.8 HP DMG, 0.8 SP DMG, 0.4 WEIGHTED DMG
  • Special: Deal +5 Weighted damage if this employee has equal HP and SP value
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A bit tired at the moment, so my ideas might not be the most accurate.

Critiques and Suggestions:

  • if “snacks” exist as an alternate to ego gear, then you would need quite a few FBOs to have both a “snack” and an “Utensil”. Doing this would make it so that healers don’t really “fall behind” other types of employees, but you could also have it so employees also have a preference of weapon type (spear, sword, snack, ect.) in which they will do more damage with (to add to the personalization of the employees).

-Training team’s xp boost should only go up to a certain level, or else people would want all their employees in there. I would suggest up to lv 3, and it will decrease to a 10% boost. If they are the captain, they will keep a 25% boost.

-Working with an FBO that inflicts WEIGHT damage, it should fatten the employee to a certain body type (pear, apple, overall). this would fit with the body types given by the base employee template. It would also make it that players would want certain employees to work with certain abnormalities.

-Floral scale’s weight damage should increase the weight of the employee dependent of the discrepancy between the health and sp stat (1 lv difference = 1 weight added, 2 lv difference = 2 weight added. ECT)

-Lower sanity should raise apatite to try and increase it again with employees (Stress eating), or that could be a type of breakdown.

That’s all I can think of at the moment

Now for the FBO ideas again:

Name: PEP TALK
Ranking: Sated

DESCRIPTION: “Well, this is just a cassette on a tape player. There is nothing much about it besides the messages that reside within the tape. Easiest thing to work with. Just don’t play the tape. Its… very persuasive.”

How it works: This FBO is a pretty simple one to relieve you of all the grand and dangerous ones out there. Just don’t do OBSERVATION work with it and you will be fine. Do OBSERVATION work and it will cause the employee to immediately eat to their next weight level for their preferred weight type.

WORK STATS:
Indulgence:
LV1 - LV5: Normal
Observation:
LV1 - LV5: Very high
Socializing:

LV1 - LV5: Poor
Dieting:
LV1 - LV3:High, LV4-LV5: Very High

UTENSIL:
”Affirmations”
Snack
Heals the SP of nearby employees nearby every 5 seconds by 10.
-Its a small walk-man with an EDITED version of that tape. It should at least help with confidence.

”Affirmations”
Gift
location: Hip
0.1 passive sanity healing every 5 seconds. +2 sanity
”You didn’t just steal the cassette out of the player… did you?”

Its currently very late and I’m a bit tired, so ill continue this later. Call this a PT.1
Thank you for reading.

1 Like

23/07/26 - Expanding the Menu

This log is mostly adding new FBOs to this concept, along with some miscellaneous additions which will be at the bottom of this long.

NAME: Faster Food
RANKING: Hungry
DESCRIPTION: “This is Squids and Squawks what would you like to order?”

HOW IT WORKS:
This FBO is simple, instead of “Socializing” work you have “Order”. When you Order you select a random employee and the “Delivery Driver” will zoom towards the employee and once it reaches them, it will throw a meal at them healing them for 30HP and dealing 20 Weighted damage. If this FBO receives a bad work result or doesn’t have to deliver a meal for a minute, it’s Hunger count will drop by 1. While breaching it will give meals to the nearest employees that act the same as the work version except they deal 60 Weighted damage.

WORK STATS:
Indulgence:
LVL 1-5 High
Observation:
LVL1-3 Low, 4-5 Common
Socializing (Order):
LVL 1-5 Very Low
Dieting:
LVL 1-5 Very Low

UTENSILS:
“Fastest Foods”

  • Heals 10-15 HP
  • Suppression rate: Very Fast
  • Range: Short
  • Special: Uses Ammo (Max reserve 6)
  • Special: Spend 1 Ammo to dash a long distance forward at a high velocity (cooldown of 6 seconds)
    “OUTTA MY WAY!”

“Fastest Foods”
UTENSIL MODIFICATION

  • Heals 2-4 Ammo
  • Suppression rate: Normal
  • Range: Very long
    “This order is for Dietary Team researcher Lei.”

“Fastest Foods”

  • 1.5 HP damage
  • 0.7 SP damage
  • 0.2 Weighted damage
    “HURRY UP WITH THE COOKING WE ONLY HAVE 5 SECONDS!”

SNACK:
“Fastest Foods”

  • +10 movement speed
  • +5 suppression rate
  • +5% HP damage taken
    “Here’s your order!”

NAME: Midnight Snack
RANKING: Stuffed
DESCRIPTION: A stand with a Michelin Star meal and an electric clock on it that randomly flickers to random times, a tempting trap.

HOW IT WORKS:
This FBO is a tool FBO. The clock on the stand will randomly flicker between times (01:00, 03:00, 09:00, 11:34, 10:18, 11:59 and 12:00), when an employee works with the FBO the employee will eat the meal and receive a different result depending on the time it ate it at. The further the time was from 12:00 the more HP it healed (max 70HP at 01:00) and the less Weighted damage it deals (min 3 at 01:00), at 12:00 it will heal 1HP and deal 100 Weighted damage.

MISCELLANEOUS ADDITIONS

  1. The attack types “Blunt, sharp, ranged and melee” are being removed. They do nothing but make things unnecessarily complicated.

  2. I failed to mention this in my earlier post, FBO gifts are now named “Snacks”. I apologise for not clarifying earlier and any confusion my mistake may have caused.

  3. “Utensil Modifications” are a new option when crafting Utensils. At the maximum research level of an FBO you will have the option to switch the Utensil you wish you craft with a Modified version of it, these modified versions are usually support orientated (use the “Fastest Food” Utensil Modification as an example) and are more costly to make. Making a modified version of a Utensil contributes to a separate maximum limit of that Utensil instead of the one for the standard version of the Utensil. Utensil Modifications are not available for all FBOs. The idea of Utensil Modifications for armours has not been realised but is to be something to look forward to.

  4. “Ammo” type Utensils are Utensils that work on an ammunition mechanic, every employee with an Ammo based Utensil equipped will start the day with a reserve of ammo (varies dependent on what utensil it is) and every use of the utensil will use up 1 ammo. If the ammo reserve reaches 0 the employee will stop attacking whatever it is attacking and will return to their department’s main room to refill on ammo. This downside can be negated by support Utensils that give out ammo to employees, Utensils that are ammo based will usually have a unique gimmick and/or bonus to make up for the fact they has limited uses.

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Snacks are supposed to be the gifts, I failed to clarify this earlier so your confusion is completely understandable and I do apologise

That suggestion with the body types is certainly a good one, I have neglected it for quite a while now that I look back on it. I may go back and modify some of the FBOs if I find the time.

Yes that is a good suggestion with the training team, I’m going to be honest I do not know what I was thinking when I was originally making it but it was not a good mindset I was in it seems.

I had Floral Scale’s main gimmick be that if you do not balance your mind and body you get sent to the far side of each end of body and mind depending on the results, I’m not entirely sure whether to take up your idea for Floral Scale but I must say it is good as well. I should hopefully think of an answer when the next Log is released.

I had a type of panic called “Coping mechanism” which worked similarly to that in which employees could only regain sanity via taking weighted damage or eating, Stressing Eating does sound like a much better alternative. Or maybe we could have both! I like both ideas.

I do like the simplicity of this FBO, it’s a nice break from the complexity of the recent FBOs and it being a cassette and a tape player is too a simple but good design.

I just want to say that if you are feeling tired or not in the mood to come up with ideas then you don’t have to! I appreciate all of your suggestions and FBO ideas very much but if you are feeling tired and are writing these late into the night then you should take care of yourself and sleep instead. Your health is more important then this concept!

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27/07/26 - More stuff 1

Note: If the title is something as lazy as this one then it means that the additions will most likely just be new FBOs or other small things.

NAME: Seefood Diet Advertisement
RANK: Ravenous (Hard mode exclusive)
DESCRIPTION: “If the censoring systems fail on this thing then the entire facility will be crushed under the thumb of it. And under the weight of our employees.”

HOW IT WORKS:
When an employee enters a room that the FBO is in 2 things will happen, 1. They will take 50 SP damage and their Panic will change to “Seefood Diet” (When an employee with Seefood Diet panics they will start to run to the nearest food source and eat it, this includes other employees who aren’t insane this will repeat until they become sane again). When it is breaching an instance of Seefood Diet Advertisement will spawn in the room nearest to it, this process will repeat at 30 second intervals until the FBO is suppressed or until you lose. You suppress the FBO by destroying the main instance of it that is in the containment unit, all of the other ones will disappear once you do that.

WORK STATS:
Indulgence:
Very low 1-3, low 4-5
Observation:
Very Low 1-5
Socializing:
Very low 1-5
Dieting:
Common 1-5

COMBO: 1/2
NAME: A Flood
RANKING: Stuffed
DESCRIPTION: “The endless pleasure will dull their need for restrain, so that no relapse can ever happen in the first place.”

HOW IT WORKS:
When an employee gets a good or middling research result will cause the employee to indulge in the FBO and drink some of it, healing a small amount of HP and dealing a small amount of Weighted damage, employees who worked previously with the FBO will have a higher success rate with it (this stacks) but the weight gained from drinking from the FBO will be increased each time.
When the employee gets a bad research result, the flood will shrink a small amount, if it were to happen 3 times, the FBO changes.

WORK STATS:
Indulgence:
Very high 1-5
Observation:
Very High 1-5
Socializing:
Very High 1-5
Dieting:
Very low 1-5

COMBO: 2/2
NAME: A Drop
RANK: Ravenous
DESCRIPTION: “A single drop ended the millennium of suppression.”

HOW IT WORKS:
After getting a bad research result 3 times with “A Flood”, that FBO will turn into this one.
If the employee gets a middling or bad work result, they will drink the last drop of the flood and lose their minds. When the employee loses their mind they will go on a rampage eating every employee in sight, the employee will have their HP increase to 3,000, the max SP will increase to 1,000 and can hit employees with attacks that deal ~80 HP damage, once an employee dies to the insane employee the insane employee will eat the body of that employee and become fatter.
The employee can be more easily suppressed after it eats a good few employees as they lose the ability to move and attack due to their fatness, the FBO is suppressed when the employee is either killed or has their SP returned to max. The effects of the FBO will fade when the FBO is suppressed.

WORK STATS:
Indulgence:
Very Low 1-5
Observation:
Low 1-5
Socialization:
Very Low 1-5
Dieting:
Low 1-3, 4-5

UTENSILS:
“I ain’t readin’ alla dat.”

  • Deals 30-40 SP damage
  • Suppression Rate: Medium
  • Range: Very long

“Endless Indulgence”

  • Deals 5-10 Weighted damage
  • Suppression rate: Medium
  • Range: Short
  • Special: If the “Temporary Repression” Utensil is equipped with this Utensil, increase the damage by +15 and reduce the suppression rate to Fast

“Temporary Repression”

  • 0.6 HP damage
  • 0.1 SP damage
  • 0.5 Weighted damage

SNACKS:
“I ain’t readin’ alla dat.”

  • Location: Face
  • +20 max SP
  • +5 SP recovery speed
  • Special: If this unit is using the “I ain’t readin’ alla dat.” Utensil, when taking SP damage heal (SP damage taken/5) HP

“Endless Indulgence”

  • Location: Hip
  • -5 max SP
  • +5 Weighted damage taken

MISC:
I am not in the mood for making quotes for the Utensils and Snacks for these FBOs, I apologise for this but I do not know whether I will add them on a later date.
I’m not entirely sure if I like the FBOs that are introduced in this log, maybe I’m not in the right head space to review them but for some reason they just feel, off to me.

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