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Update notes via Steam Community


Hello dear contractors!

We have now reached the end of our early access period, which began on May 31, 2024.
First and foremost, we would like to thank all our players who have supported us from the very beginning and helped us develop ContractVille.
With the Full Release, we would like to inform you that we have renewed the ContractVille brand and our store page and game cover have been renewed. With that, we invite you to watch our Full Release Trailer.

With the release of ContractVille 1.0, we are starting a new beginning. The end of this early access period marks the beginning of a new era. We will continue to improve ContractVille and try to fulfill your wishes.

With version 1.0, we are introducing NPC Workers. We will continue to improve this update throughout 2025.

ContractVille completes Full Release with the release discount.



We would like to share with you our Road Map for the remainder of 2025. With your feedback, we’ll keep shaping the future of ContractVille throughout 2025 and beyond.



We hear your requests and criticisms. We will continue to work hard to bring ContractVille to its full potential.

In version 1.0, many bugs were fixed. We have completed the NPC Workers update and will continue to improve it.

NPC Workers




In November 2024 we did a Player's Choice Survey and the most requested update out of the 10 options was NPC Workers.
We delivered on our promise and NPC Workers is now available in version 1.0!

Get Workers Cabin upgrades from the control panel in your office, then hire workers. Send them to your missions in active missions and lands and let them help you by giving them commands.

We read in the comments of previous announcements that you want workers to bring goods from the warehouse, but as we mentioned there, we think this would disrupt the flow and organization of the game.
We will fulfill this request with the Cargo From Storage update that we mentioned in our roadmap.

If you want to learn more about the NPC Workers update that came with version 1.0, you can read the DevLogs we prepared for them.

Bug Fixes & Improvements


We’ve been hard at work fixing a number of inconsistencies, visual glitches, and multiplayer synchronization issues to enhance your experience. Below is a summary of the most significant changes included in this update:

🏠 Building & Mission Fixes

  • Resolved an issue where placeholder houses would revert to default window and door colors instead of preserving player-installed choices after mission completion.
  • Fixed a bug causing the “General Progress” bar to incorrectly display 25,500/100 at the start of the Build phase instead of 0/100.
  • Exterior Cladding can no longer be installed before reaching the Exterior Work phase, and cladding installed prematurely can now be removed with the Demolish Tool.
  • Adjusted Build Mission logic to properly complete the “Clad Exterior Walls” objective when the required amount is exceeded.
  • Improved tile placement logic to prevent new tiles from being placed directly over existing tiles, avoiding visual glitches and z-fighting.
  • Rug tiling behavior adjusted to prevent rugs from being trapped underneath new tiles during renovation missions.
  • Corrected an issue where mission planning and requirement checks continued to use the metric system even when imperial was selected.
  • The elevator floor labels in the Second Office now reflect clearer names, such as “Go To Penthouse Floor” and “Go To Office Floor.”


🧰 Tools & Animation Enhancements

  • Improved texture resolution on newly added “Go Green” tool skins across all tools, particularly for the trashbag, window cleaner, paint roller, plasterer, and screwdriver.
  • Fixed an issue where the painting animation would loop indefinitely when attempting to paint with an empty roller (0% paint).
  • Snap Mode no longer auto-enables when placing windows while it is disabled.


📦 Trash Compactor Adjustments

  • Updated in-game prompts for the Trash Compactor to more accurately reference “non-recycled boxes” instead of “trash.”
  • The warning text now reads “You need two non-recycled boxes to compact!” and “Non-recycled box types need to be same!” for improved clarity and consistency.


✉️ Mail & Contract Missions

  • Fixed an issue in Mail Mission ID 19 where the progress incorrectly remained at 76% despite only a few tasks remaining. Progress now correctly reflects actual task completion.
  • Resolved a missing rug issue in the same mission that prevented full task completion.
  • Corrected collision and placement issues causing accessories like toilet paper in ID19 to spawn inside walls, preventing interaction.
  • Fixed an issue in ID33 Lin Decorate Contract where guest room tiles and rugs could not be interacted with.
  • Adjusted Clean Water Campaign logic to allow retrieval of boxes even if the ghost overlaps during the wooden plank phase.
  • Fixed an issue where Whoopie Cushions (formerly Fart Bombs) would become invisible or irretrievable when placed behind specific vehicles.


🏭 Factory & Item Behavior

  • Improved interaction logic for the Advanced Factory panels to prevent repeated activation after the progress bar passes 80%.
  • Corrected the visual and logic behavior of coupon payments even when panel progress appears stuck.
  • Fixed a bug where aborted Build Missions could still allow digging during the planning phase.
  • Trash Compactor logic now accurately reflects the required material types and avoids misidentifying materials.


🎨 Visual & Save/Load Fixes

  • Ceiling paint now correctly saves and loads across sessions, preventing ceilings from reverting to white.
  • Low-resolution thumbnails in the Hardware Store have been addressed for various items including roof tiles, gables, chimneys, and roof windows.
  • Resolved visual glitch allowing mission house furniture to be pushed inside exterior walls, causing progress blockers.


🚚 Vehicle & Physics Fixes

  • Fixed a bug where placing Non-Recycled Boxes on top of tires in a vehicle trunk caused vehicles to float upon entering the driver seat.
  • Corrected issue with the trolley becoming immovable when overloaded with mission items and used near stairs.
  • Prevented player vehicles from spawning in the air due to save/load conflicts with NPC vehicle spawn points.


📦 Store & Multiplayer Consistency

  • The “Return All” function now works correctly for clients in multiplayer sessions.
  • Store sales are now synchronized between server and client, including sale prices, in-store displays, and promotional emails.
  • Resolved crash issue when combining a \$5 item with max-stock decoration items in the cart during a sale, preventing a stack overflow error.
  • Online Store thumbnails for Contract Build Missions now correctly show the mission-specific image instead of the default Cargo Point thumbnail.
  • Improved item need tracking in the Mission Needs tab, ensuring accessory types are accurately counted regardless of variation.


🪟 Windows & Cladding

  • Fixed incorrect screw placements on windows near staircases, ensuring screws appear on the correct (interior) side.
  • Resolved an issue where old windows would remain on the parcel even after demolition and repurchase of the same lot.


🔊 Sound & Effects

  • Aborting Logistics or Mail Missions no longer triggers the “Mission Complete” SFX or “Vehicle Not Found” warnings.
  • Resolved an SFX bug where the sound of filling a generator persisted even after the generator was moved away from the fuel source.


  • Many minor bug fixes were implemented.
  • Many minor visual bugs have been fixed.
  • We continue to fix and work on Crash bugs.


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