Launch and loading / High
Game hangs, slow loading, or save does not open.
First check: Test a fresh save before touching the main household.
Evidence goal: Separate a damaged save from a game-wide launch issue.
Early Access triage
Use this page to turn launch-week bug searches into useful evidence: isolate the system, test a clean save, record the version, and avoid deleting the proof before the issue is understood.
Symptom clusters
Players do not know the underlying system. They search for loading, stuck Paras, FPS, Workshop, job panels, fire events, or relationship flow.
Launch and loading / High
First check: Test a fresh save before touching the main household.
Evidence goal: Separate a damaged save from a game-wide launch issue.
Live mode / Medium
First check: Record the object, room, save age, and whether Workshop items are active.
Evidence goal: Identify whether the failure is pathing, object state, or a broader simulation stall.
Performance / Medium
First check: Capture platform, graphics settings, lot size, and current patch.
Evidence goal: Compare hardware pressure, lot complexity, and graphics settings.
Workshop / Medium
First check: Disable one item at a time and retest in a clean save.
Evidence goal: Isolate a creator item from a base-game bug.
Jobs and UI / Medium
First check: Reload once, then test the same job flow in a fresh save before using debug-style commands.
Evidence goal: Know whether the UI panel is stuck or the underlying career state is broken.
Fire and emergency events / High
First check: Record the object and room before clearing the state or using a command.
Evidence goal: Preserve enough context to report the trigger.
Family and relationship flow / Low
First check: Document relationship status, selected Parafolk, interaction path, and whether the option disappears after reload.
Evidence goal: Separate missing tutorial clarity from a reproducible interaction bug.
Field checklist
Each bug cluster now has report fields. This is the minimum data we should collect before writing a "fix" paragraph.
| Area | Severity | Fields to capture | Why it matters |
|---|---|---|---|
| Launch and loading | High | platformbuild versionsave agelast action before hang | Separate a damaged save from a game-wide launch issue. |
| Live mode | Medium | lot typeobject nameactive actionWorkshop items enabled | Identify whether the failure is pathing, object state, or a broader simulation stall. |
| Performance | Medium | CPU/GPURAMresolutionquality settingslot size | Compare hardware pressure, lot complexity, and graphics settings. |
| Workshop | Medium | item URLcreatorinstall dategame patchclean-save result | Isolate a creator item from a base-game bug. |
| Jobs and UI | Medium | careerworkday statepanel textreload result | Know whether the UI panel is stuck or the underlying career state is broken. |
| Fire and emergency events | High | object nameroomactions before eventscreenshot or clip | Preserve enough context to report the trigger. |
| Family and relationship flow | Low | relationship statusselected Parasinteraction pathreload result | Separate missing tutorial clarity from a reproducible interaction bug. |
Copyable structure
Highest
Release status, roadmap, platforms, system requirements, patch notes
Medium
Bug patterns, Workshop friction, performance reports, new-player questions
Needs attribution
Skills, needs, vibes, town terms, wiki-style explainers