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Windows 10 (64-bit)
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Dual-core 2.0 GHz
Memória
2 GB de RAM
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OpenGL 3.3 / Direct3D 12-capable, incl. integrated (Intel HD 4000+)
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Requer 1 GB de espaço livre
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Requer um sistema operativo e processador de 64 bits
Sistema Operativo
Windows 10 (64-bit)
Processador
Quad-core 2.5 GHz+
Memória
4 GB de RAM
Placa gráfica
Any dedicated GPU
Espaço no disco
Requer 1 GB de espaço livre
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Histórico de preço
Próxima grande promoçãoPromoção de Inverno 2026de 17/12 a 04/01 · em 32 dias
Ainda não há promoções registradas para este jogo aqui. Nas grandes promoções da Steam (verão, inverno, outono e primavera) a maioria dos jogos entra com desconto. As faixas douradas no gráfico marcam as grandes promoções da Steam.
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Os jogos que a própria Steam considera parecidos (o "Mais como este" da loja). Preços do Brasil.
Comunidade · estimativas do SteamSpy
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Estimativas do SteamSpy, atualizadas em 14/11/2026 19:22. Donos é uma faixa aproximada, não um número exato. O tempo de jogo só aparece quando o SteamSpy tem esse dado (hoje ele vem zerado para quase todos os jogos).
Últimas notícias e notas de atualização
Data
Título
11/11/2026
Net Worthless comes out on November 16, five days from now. Today the demo caught up with the release version (build 1.0.1111.2). It is the same game that comes out on the 16th, with the same content and the same balance, cut down to one character. The Student still plays until he builds the net worth his goal asks for or lands a Tier 2 job. Your demo runs carry over. On its first launch the full game offers to bring them in, and Load Game keeps an Import from demo button after that. A run the Student has already won can go on in the full game with Continue without a goal. Demo saves do not go through Steam Cloud, so the import works on the computer that holds them. The full game adds four more characters (The Dreamer on the cover is one of them), a character editor, and everything past Tier 2: real estate, business stakes, the stock market and the rest of every career. Here is what changed in the demo since the Next Fest build.
Six more careers have events of their own: athlete, construction, law, design, music and police. The demo reaches the first rung of each (Walk-on Athlete, Construction Laborer, Paralegal, Junior Designer, Bar Gig Musician, Cadet), and that is 47 new events. The programmer's events were rewritten so that every choice leaves something behind: a status, a follow-up or a change in pay.
28 new everyday events for the early years. Most leave a status of their own, and several are bets whose outcome you learn a month or two later.
You can lose your job or your flat more than once. From the third year on, a layoff and an eviction can each come back, at most once every five years. There are eleven new ways to be let go and one new way to lose a rented home, and every job now has at least one.
Studying takes a toll. Every course costs health and happiness each month, the way a job does, and shows it wherever a job shows its own. Tier 0 and Tier 1 jobs cost less to make room for it.
Your job's events turn up more often. They are three times likelier to be drawn, with at most one a year.
The jobs board is more varied. One career no longer fills it: two openings per career at most, plus the slot your education guarantees. While you are out of work it lists the openings you have at least a 50% chance of landing, and adds long shots only when there are too few.
A vehicle is worth buying. Several demo players said that saving one hour of commute was nothing. Every vehicle now saves two more hours a week, and a commute your vehicle covers completely stays in Time allocation as a row at 0 h.
The end of a run counts what you earned. Its headline figures are now Total earned and Earned per month, and the Hall of Fame shows the monthly figure under each run.
A broken item says which one broke. The accessory slot holds two things, and the event never said which of them it was.
Board restock notices share one shape. The events that refill a board off schedule are titled after the board ("New Job Openings", "New Apartments for Rent"), share one button and can come back, at most once a year.
On a gamepad every tooltip that needed a mouse hover can be focused and read, a locked event choice says why it is locked, and the tutorial shows the pad button for each step. Equipping into a full accessory slot asks which item to replace, with a mouse too.
The build number sits in the corner during a run, so a screenshot or a video says which build it shows.
The menu's wishlist button became Buy the full game. It opens the same store page.
The fixes:
A tooltip opened on its own over the Character window after you clicked an attribute and came back from another window.
A course below a qualification you already hold looked open while another course was running, and told you to finish that one first. It shows its padlock right away.
At the start of a run the Social Copywriter card stayed locked for a phone you already had, and the Marketplace said you could afford nothing. Both boards now refresh after an event.
The keyboard focus ring showed through a window lying on top of it.
An event penalty at 100 health or happiness cost nothing. At 100, a −2 now leaves 98.
The Classifieds Grapevine's +2 listings skipped the Gigs board.
A vehicle's monthly cost read one figure in the inventory and another in the cash tooltip. Every screen now shows what is charged.
In eight languages a tooltip named the tier twice.
Balance changes:
Study toll (new): a certificate costs 1 to 2 points a month across health and happiness, a bachelor's degree 1 to 3. Short courses cost less.
Tier 0 jobs cost 1 point less a month (Barista happiness −3 → −2, Warehouse Picker health −4 → −3). Tier 1 jobs cost 2 less (Junior Developer −3 / −3 → −2 / −2, Rideshare Driver happiness −5 → −3).
Gigs pay more: Tier 0 by 25 to 75 (175 → 200 at the bottom, 475 → 550 at the top), Tier 1 by 125 to 250 (725 → 850 and 1,275 → 1,525).
Walk-on Athlete pays 2,302 (was 2,149). Prep Cook works 40 hours a week (was 45).
Cunning courses take half the hours: Bargain Hunting 101 20 → 10 a week, The Classifieds Grapevine 22 → 11, The Art of Haggling 22 → 11.
Tier 1 vehicles: a car saves 3 hours of commute a week (was 1), the motorcycle 4 (was 2).
If something looks wrong, the Report a bug button in the menu goes straight to me. See you on the 16th. nullary games
19/10/2026
Net Worthless is in Steam Next Fest from October 19 to 26, and the free demo is right here on this page. The demo gives you one character, the Student: eighteen, broke, and juggling rent, health and happiness on whatever a first job pays. A run takes about an hour and has a clear ending. You win when he builds the net worth his goal asks for or lands a Tier 2 job. I put together a build for the fest with the things I wanted in before this week:
The end of a run tells the whole run. The screen opens on your final net worth and how much it changed per month on average, then lists about 30 figures in eight groups: net worth, career, real estate, business stakes, stocks, debt and bills, life and time. Your peak month, peak salary, months overdrawn, lowest health, months on instant ramen. A group you never touched stays hidden. The Hall of Fame now shows each run's monthly change under its peak.
New events for the entry jobs. Warehouse worker, mystery shopper, copywriter and dishwasher get 34 new events between them. Some are gambles you only see the outcome of a month later, and some days simply go badly.
Waiters share the café's stories. Six of the barista's events now happen to waiters too.
If you play a run through, I'd be grateful for an honest Steam review of the demo, good or bad. The demo asks the same thing when a run ends. A review stays on the page after the fest is over, and it is the first thing the next player reads. If something breaks, the Report a bug button in the menu sends it straight to me, and I read every report. nullary games
12/10/2026
Build 1.0.1210. A smaller one: a clock on your runs, a renamed button, and inflation that finally does something. Time played. Every run now counts the real time you spend on it. Load Game shows it next to each run, the end-of-run screen has its own Time played row, and the Hall of Fame lists it under each run's end date. Runs you finished before this build show a dash, because nothing was counting back then. Next Turn. The end-of-month button has a shorter name and wears its Space keycap. Since the last build it takes a hold, and not everyone found the setting that turns that off, so the tooltip now says which way it works for you and where to change it. The goal amount explains itself. Some of you reported the Student's target creeping up every month as a bug. It is on purpose: prices rise, so the target rises with them, or inflation alone would hand you the win. Hover the amount and the game says so, along with what it was at the start of the run. Inflation moves now. It used to creep by a quarter of a point a year and sit between 0 and 3 %, so the New Year forecast said the same thing every December. Now the rate can swing by up to 2 points a year, keeps getting pulled back toward 4 % and never drops below 3 %. Some years eat more of your savings than others, and the forecast is worth reading again. Controller support, finished. Text fields open Steam's on-screen keyboard, a Steam Deck shows its own buttons, launching the exe outside Steam no longer leaves the pad dead, and the screens a pad used to get stuck on (Hall of Fame, the end of a run, Settings from the main menu, character select, the tutorial) all work without touching the mouse. The fixes:
The end-of-run screen at 125 % or 150 % UI scale ran off the right edge with its buttons below the screen, so only Esc got you out. It fits now, and its body scrolls.
Text was a little blurry at any UI scale other than 100 %. It is sharp at every scale.
Opening Real Estate in the Marketplace hitched for a moment. It opens at once now.
Store cards could stretch across the whole window for a second after you switched categories.
A long course name in Pending applications widened the Classifieds sidebar. It trims now, with the full name on hover.
A money icon could wrap onto the next line, away from its number.
The game now speaks to you informally in every language. A few lines had slipped into the formal address.
Balance changes:
Inflation starts at 4 % (was 1.5 %), swings by up to 2 points a year (was 0.5) and stays between 3 and 12 % (was −1 and 12 %).
Nail Technician now needs Charisma 25 (was 16). At 16 it hardly asked for anything.
On character select, The Starlet now starts with Fitness 8 (was 11) and The Mastermind with Intellect 35 (was 23). Both are locked in the demo, but their numbers are there to read.
If something looks wrong, the Report a bug button in the menu goes straight to me. nullary games
30/09/2026
Build 1.0.3009. Most of this one went into a controller. Since build 0.5.2708 you could finish a run without touching the mouse. You still could not play it from the couch: the game did not know a gamepad existed. I played it with a pad in my hands, fixed everything that got in the way, and it now plays start to finish on one.
Gamepad support. A confirms, B goes back, Start pauses, LB and RB switch windows, LT and RT flip tabs and store categories, X runs a card's second action (Sell, Quit job), the right stick scrolls the detail pane. Buttons show your pad's own glyphs, Xbox, PlayStation, Switch or Steam Deck, picked automatically, and switch back to keycaps the moment you touch the keyboard. The pointer hides while the pad is in use. The keyboard got the same scheme: Q and E for tabs, Enter and X for a card's actions.
Control hints. The bottom-left corner lists what each button does in the window you are in. Settings > Gameplay > "Control hints" turns them off.
Settings > Controller. Button prompt style, stick deadzone, and how fast a held d-pad or stick keeps stepping through lists.
Hold to end the month. End planning is the one button you cannot take back, and a stray click used to cost you a month. Now it takes a short hold, with the mouse, Space or the pad alike. If you liked it the old way, "Hold to end the month" in Settings > Gameplay turns it off.
Two trades without a degree. Once you have held any Tier 1 job, the education board offers two short courses. Computer repair leads to a Repair Technician job: 4,200 a month for a 30-hour week, Intellect 35 to get in. The nail salon course leads to Nail Technician: 6,000 a month for 36 hours, Charisma 16. Neither promotes anywhere, but both give the Student the Tier 2 job the goal asks for without four years of university, and both come with their own events.
The Loft. A second home next to the condo: one open brick room, big windows onto a park, its own ambient sound. Pricier than the condo, happier to live in.
The developer career has its own events, starting from junior developer.
Six new music tracks, and a short silence between songs so the music does not run wall to wall.
The fixes:
Windowed mode on a 1080p monitor flickered and stayed full-screen. It now gives you a real window.
Insomnia now actually caps your sleep at five hours, as its description always promised.
The education board no longer offers degrees far above your tier.
A spare item in your bag no longer wears out. Only the months it is in use count.
Two events that share one situation could land in back-to-back months, so the second read like a correction of the first. They are spaced out now.
The tutorial's highlight no longer spills out of a scrolled window.
Balance changes:
Rideshare Driver was the only Tier 1 job with no attribute bar. It now asks for Cunning 10.
Side Hustle Basics: 20 → 10 hours a week.
Tier 2 vehicles were no better than the Tier 1 comfort car. Toywagen Yarris +0.5 → +1 happiness, Hyunsong Sonado +1 → +1.5, Honva Vapor +0.5 → +1, each at a higher price.
Insomnia no longer takes a flat 2 health a month. The short night is the price now.
If something looks wrong, the Report a bug button in the menu goes straight to me. nullary games
16/09/2026
Exactly two months to release! Build 1.0.1509. This is the final version of the demo: polished, updated on your feedback, and brought in line with everything that has happened to the rest of the game since the last build. The version number is the release one now, but the demo's scope is what it was: one run, as the Student. The rest is for the full game :) Here is what is new.
"Choose Your Destiny". The Student's first event now asks what to study: "Architecture", "Law" or "Programming". The starting kit is the same either way; only the bachelor you are enrolled in differs. Until now the major was decided for you by a line in a file you never saw.
Six new careers, each with its own five-course chain, employers and icons: architecture, police, law, construction, music, culinary. These are two-attribute careers: every rung asks for both and trains both. The "Construction Laborer" needs no diploma and no equipment. The "Dishwasher" takes you at sixteen with no requirement at all, but kitchens run longer weeks than other jobs of the same tier. Musicians audition: the two lowest rungs hire at 45 % and 50 % odds instead of the usual 70 % and 65 %.
Habits. Two new timed debuffs and the events that hand them out: "On the Bottle" (happy hours, a nightcap, and the coworker who keeps asking you out for drinks) and "One More Spin" (free spins and a table in the back room). Each lasts eight months and wears off on its own.
Statuses that cost you time. "Guild Raider": the "Raid Night Invitation" event pulls you into an online guild that reserves ten hours a week in "Time allocation" for ten months and pays a little happiness; a month without an equipped computer gets you kicked early. "Off the Grid": three months without an equipped phone cost ten hours a week and a little happiness until you equip any phone. Both show as a locked row in Time allocation, with the months left or the way out under the name.
"Merry Christmas". A yearly December event. Its recap shows next year's inflation and the mortgage rate that follows from it, with the change from this year.
"Career ladder" in a job's details. A job card ends with the whole promotion ladder: your rung marked, the ones you have held filled in, the rest dimmed. Hover a rung for its salary, monthly effects, hours and a hiring checklist with ticks and crosses. The same hover works on the jobs under a course's "Unlocks jobs".
A wider electronics catalogue. Nine new phones, computers and accessories on the three lowest tiers, with renders and new brands. Every tier now has two phones, two computers and three accessories, so it is a choice rather than buy-or-skip.
More gigs, a fuller leisure menu. Nine new gigs on the three lowest tiers (33 in all): every tier has two for each of Intellect, Fitness, Charisma and Creativity and three for Cunning. Six new leisure bookings (18 in all): six per tier, on one grid of 20, 16, 12, 8, 5 and 2 hours a week.
"Durability" instead of odds of breaking. An item you own has a durability bar: 100 % the month you buy it, 0 % the month it is certain to break, green, amber, red. It sits on the inventory tile, the loadout slot and the detail pane. An item in the bag has it too, with a caption that it ages but cannot break in the bag.
Room ambience is back, with its own "Ambience" slider under "Audio" and a different sound for every home. The "Notifications" setting is a volume now, not a checkbox.
Checkpoints. Outside "Iron Will" the game keeps a snapshot from the start of each of the last two years. The load window marks them "Checkpoint" with a "Start of {year}" line, and they load like any save.
"Resources panel on the right". A checkbox under "Display" moves the cash, health and happiness panel to the top-right corner, right above "End planning". The panel can also be moved with a button on the panel itself, in game.
Changed:
The jobs board. Only vacancies you already hold the diploma for are posted, so a new diploma adds a rung instead of replacing the old ones.
The education board. A branch can offer the rung one step above its entry course, so you can enter a field straight at the bachelor and skip the certificate; the chance grows with your tier.
Event titles say what is happening. 21 titles that used to be a joke or a metaphor now name the situation, and the choice buttons make sense without reading the body. The five breakage events are called "Your phone broke", "Your outfit wore out" and so on, and the recap names the loss.
Gigs are named after the activity, not the job title ("Snake milking", "Helping people move"). In the eight gendered languages, gig and leisure cards no longer guess the player's gender.
Every money stream a status carries (parental allowance, alimony, a gambling habit, a night-shift bonus) scales with inflation like everything else.
The happiness and health tooltips name the slider behind each line. "Lifestyle" is gone: the happiness drift is labelled "Free time", the health drift "Sleep".
Character portraits are warmed to the lamplight of the rooms.
Tooltip text is larger (16 px) and wraps wider.
The end-of-month warning about missing hours fires only when a job or study contract is actually short. A skipped week of gym or streaming no longer holds up "End planning".
Fixed:
Saves from older demo builds load cleanly even where the content has changed since. Ids that no longer exist are repaired or dropped on load, instead of leaving a rent-free flat forever, a zombie job or a board that never refreshes again.
An event can no longer open with every option locked. The soft-lock where both buttons were grey (a cash bar plus a skill bar) is closed for every event, and a pending event whose options all became unaffordable lets you pick one and go into overdraft.
"Reset save data" no longer freezes the window for many seconds with the confirmation dialog stuck on screen.
The character window: the focus frame on "View inventory" no longer hugs the text, an attribute at 100 no longer shows a progress bar, and the "Work", "Education" and "Effects" tabs show a scrollbar.
Inventory tiles are bigger, the product art leads, the name is one line with the full name on hover; the longest names no longer break the grid.
"The Dreamer" on the locked roster card is masculine in Spanish and Brazilian Portuguese, like the portrait.
Stray quotation marks in the French car event, gendered past-tense verbs in Russian, Ukrainian and Polish texts, and a few clumsy item descriptions ("never falls over" is "never crashes" again) are corrected.
The Student's goal explains itself. On character select, "Tier 2" in the goal line is highlighted: hover it and you see every job currently on that rung.
Balance. Every number is here so you can tell whether your strategy still works:
Items live 30 % longer: no breaks for 24 → 31 months, certain break at 54 → 70 months. Prices, repairs (70 % of the purchase, vehicles 20 %) and vehicle buy-back are unchanged.
The overwork health penalty is gone. Job plus commute above 50 hours a week used to cost −0.20 health per hour each month. Long hours now cost only your free time, and a job's health cost is the figure on its card.
The event pool leans toward work and study. Share of random events: career 17.6 % → 35 %, education 22.4 % → 22 %, social 29.4 % → 17 %, financial 13.3 % → 11 %, health 11.8 % → 11 %, wildcard 5.4 % → 4 %. Events are as frequent as before; only what comes up changes.
"Drinks After Work?": the reward for going +8 → +4 happiness, and it now applies "On the Bottle"; the event left the every-month slot for the general pool with a long cooldown.
The leisure grid: "Live concerts" 3 → 2 hours, "Spa day retreats" 3 → 5 hours, both repriced to the grid.
If something looks wrong, the "Report a bug" button in the menu goes straight to me. nullary games
02/09/2026
Build 0.5.0109. The biggest demo update so far, and most of it comes from watching people play the last one. One thing first. Someone reported that the game got slower and slower over a long run while memory stayed flat. That was real. Every store window you had ever opened was being rebuilt behind the scenes on every money change of the month tick, the journal re-sorted its whole list for each new entry, and saving and the event roll did work that grew with the length of the run. All of that is gone. A five-year run ends its month as fast as a five-month one. Now the new things.
Goods wear out. A phone bought in month one used to behave exactly like one bought in month sixty. Now every equipped good ages. Nothing happens for the first two years, then the odds of a break climb month by month, and by four and a half years it is certain. A break arrives as an event: repair it for 70 % of what you paid and the clock resets, or let it go and take a happiness hit. Clothes and accessories can break now too, not only phones, computers and cars. In exchange, electronics no longer bill monthly upkeep. A phone charging you 300 a month never made sense. Only vehicles still cost money to keep.
Birthdays. Your character has a real birth date now, shown under Age on the character sheet, and the yearly age tick lands in that month. Every round-number birthday is an event: a splurge whose price and joy grow with age, from 380 at 20 to 2 550 at 90, or a quiet evening for free.
The commerce chain. Six 12-month courses on the additional education board that change how you scout the boards instead of what you pay. Bargain Hunting 101 and Market Watch each cut the research cooldown by two months, The Classifieds Grapevine and Showroom Scouting add two cards to every board roll, The Ten-Second Rule halves research hours, and The Insider Circle takes the cooldown to zero, so you research every month. Each rung drips Cunning.
Education rungs tell you what they are for. Hover any rung on the ladder and you get the jobs this rung unlocks, its permanent perks and the attribute it drips. The same list sits in the course's details. Until now a rung was a name and a price.
One education application per board at a time. Two applications on one board could both be accepted, and the second came back as a rejection you never earned. Now the other cards say why they are disabled while one is pending, and the pending one keeps its Withdraw.
Event prices follow inflation. Every event cost, reward and cash requirement scales with your run's inflation. Late in a run, paying to make a problem go away costs real money, and a late reward is not pocket change.
New gigs gated on Creativity, Cunning and Intellect, so a design or hustle run has gigs of its own tier instead of the same errands for life.
The event sting, the notifications and the month chime vary slightly in pitch and volume from play to play. They used to be bit-identical, and you hear them a lot.
The condo, the cozy studio and the large house stills were re-exposed. They read milky next to the crashpad.
The fixes:
The Pending applications block scrolls inside the rail now instead of pushing its last rows and the Collapse control past the bottom of the window.
Detail panes got a slim scrollbar and a fade where more sits below the fold, so a pane that happens to end at a section break no longer hides its Terms.
Values in the detail tables read in the normal font. A course's Field and Requirement shouted in ALL CAPS next to a Time value that did not.
The housing and job offer pickers clipped the last line of a three-line offer against the row's border.
Balance changes. This is a long list because the lifetime pass measured one lever at a time, and every number is here so you can tell whether your strategy still works:
Age drift is gentler. Health and happiness still start drifting at +1 a month at 18, but the -4 floor now lands at 48 instead of 35.
Housing wellbeing per month, happiness / health: Condo +1/+1 → +2/+2, Small Townhouse +2/+2 → +3/+3, Sunlit Townhouse +3/+2 → +4/+3, Large House +3/+4 → +7/+8, Country Mansion +4/+5 → +12/+14, Private Island +5/+6 → +20/+24. The Crashpad and the studios are unchanged.
T3 to T5 jobs burn less happiness: -11 / -13 / -19 → -7 / -8 / -12 a month.
Master programmes are part-time: 40 → 25 hours a week, so a master fits next to a job.
Free time pays again: 4 hours a day +0.5 → +1, 5 hours a day +1 → +2 happiness a month. The penalty side is unchanged.
Electronics upkeep is gone: phones, computers and accessories no longer bill 125 to 2 000 a month. Vehicles still do.
Broken-down car: the repair drops from 70 % → 20 % of what you paid, and the walk-away is Sell it for a pittance: the car is gone, -3 happiness stays, and you get 30 % back.
Leisure is priced higher: bookings are priced against a wellbeing target of 1.0 instead of 0.8, with a floor of 50, so a booking costs more per point than an entertainment subscription.
If something looks wrong, the Report a bug button in the menu goes straight to me. The lag fix at the top of this post started as one of those reports. nullary games
27/08/2026
Build 0.5.2708. A smaller one than last time, but two of the items are things people asked for by name. Burnout has been in the game since the first build. Nobody ever saw it. The trigger counted hours you cannot actually schedule, so the heaviest debuff in the game was sitting there unreachable, and if it had fired, it would have landed with no explanation. It has a proper entrance now.
Running on Fumes. A new career event that catches you at the end of a long stretch at work. Book a weekend with no signal, or push through and carry burnout with you. It does not wear off on its own. There are exactly two ways out: any leisure you actually book, the cheapest hike included, or leaving the job. The condition's tooltip says so, so you are never left guessing what to do about it.
The whole game on a keyboard. Unplug the mouse and you can still finish a run. Every slider, card grid, side rail and window takes focus. Arrow keys move the selection the detail pane is describing, ] and [ cycle the open windows, Tab stays inside a modal, Esc backs out of the ones that can be backed out of. F9 reloads your freshest save, behind a confirm. Alt+F4 and the window's X now ask Save and quit, Quit without saving or Cancel instead of killing the run on the spot. Space ends the month everywhere, which means a settings checkbox now toggles with Enter.
UI scale. Settings > Display has a "UI scale" picker: 100, 115, 125 or 150 %. Windows fit themselves to whatever size you pick. Two demo reviewers went looking for this and did not find it. Now it is there.
Bigger text out of the box. Every text size in the game is up two points and the dock icons went from 16 to 24 px, so you can read the thing at 1080p without opening Settings at all. The Marketplace and Classifieds boards moved to a fixed two-column grid so a job card has room for its pills, approval bar and wage. A category with more than four listings scrolls.
The Executive Summit Retreat is the top of the hustle ladder now. It used to sit on the main education board as a sixth degree field with a 240k price tag. It belongs after the Investor Program, so that is where it lives, with a gold band and a price that matches the rest of the chain.
The fixes:
The mouse pointer on a Retina MacBook was drawn at twice its size. macOS measures a cursor in points and Windows measures it in pixels, and the game was scaling it for both. Mac players get the pointer at the size it was drawn. Windows and Linux never had the problem.
A fully climbed education branch left a dead card behind. Skip a rung on the way up, finish the branch, and the board still posted the rung you skipped, locked, under the top one. It no longer does.
A focused button on a coloured background flipped its label to white the moment you tabbed onto it. Every one of those now keeps its colour.
Balance changes:
Burnout retuned for its new entrance: -10 → -2 happiness when it lands, -5 → -2 a month, the -30 % salary cut is gone, +5 → +2 when it clears. Duration 3 months → open-ended, until you rest or change jobs.
Executive Summit Retreat: 40 000 → 5 000 a month over the same six months, 240k → 30k all in. 10 → 32 hours a week, energy 2 → 6 a month. Still +6 Cunning.
If something looks wrong, the Report a bug button in the menu goes straight to me. Most of what is above came from those reports. nullary games
19/08/2026
Build 0.5.1708. Most of this one is your job. Events used to happen to you regardless of what you did for a living. A barista and a CTO got the same month. Three of the jobs you can hold in the demo now have events written only for them, forty four in total, with their own art, and they only draw while you actually work there.
The coffee counter, the rideshare wheel, the IT help desk. The regular who tips in advice instead of money. The 3 a.m. airport run. The printer nobody else can fix. Seven new conditions you can walk away carrying: a caffeine dependency, a night-rate streak, a bad back, ringing ears, a top-rated-driver badge, and the reputation of being the IT guy for the whole building.
Getting laid off is not only an office thing. Work drying up is now written for the trades, service, acting and athletic careers. Six office events also stopped firing at people who do not work in an office: the gift collection, the HR survey, the layoff, the two lent-car stories, the message sent to the wrong chat. In exchange, the coworkers-invite-you-out evening reaches every job that has coworkers.
The education board posts one card per path. Each licence, each degree ladder and the new entrepreneur chain get a single slot showing the next course you can actually reach, instead of four rungs of the same ladder elbowing each other off the board. Open one and you see the whole branch with your position in it, so you can tell where a course leads before you enroll.
Short courses teach you something. Both driving licences, hospitality, logistics and copywriting drip attribute points while you study, each into the attribute the job they unlock cares about.
A six-course entrepreneur branch. Side hustle basics, haggling, car flipping, real estate, buying a business, and an investor program at the top. Every credential you finish pays out for the rest of the run: more from gigs, then cheaper leisure, cheaper vehicles, cheaper rent and houses, no fee on business stakes, no broker fee.
The game has its own mouse pointer. Six cursors that tell you what is under them, down to a closed fist while you drag something across the Marketplace. If you would rather keep your own, "Custom mouse pointer" in Settings > Display hands the arrow straight back to your system, no restart.
Real Estate works like the rent board now. Listings are drawn from a band around where you actually stand instead of the whole catalogue, each one carries a small price roll instead of one fixed number forever, and the home you already own leads the board instead of disappearing from it.
A finished run points you back at its ending. Where the menu used to show a dead greyed-out Continue, it offers "View last ending" for your last completed run, and the room behind the menu is the home that run ended in.
Event illustrations can be turned off in Settings > Gameplay, for anyone who would rather read than look.
The fixes:
The education board no longer advertises a course you are already taking, or one you graduated from years ago. That is the bug that let you pay tuition twice for the same credential and collect the graduation bonus a second time. It was in the known issues last time.
An item you were given is worth what it is worth. Your starting phone and tablet, and anything an event hands you, recorded no purchase price at all, so they displayed as nothing and sold for nothing.
Dragging an item carries the card you grabbed, at the point you grabbed it, instead of a small look-alike chip hanging below and to the right of the cursor.
A save row fits what is in it. A named save could push its name over the top edge of its box and its timestamp through the bottom one.
Balance changes:
Gig attribute experience doubles across all 24 gigs: 0.05 → 0.1 per resolve, and 0.1 → 0.2 on Cunning for the six hustle-flavored ones. Cash, hours and requirements are untouched.
Gig cash no longer scales with Cunning. The hidden multiplier is gone, so a gig pays what its card says.
The Student run ends on reaching effective tier 2, by job or by net worth, and the net-worth gate ladder moves with it: 0 / 10k / 30k / 60k / 175k / 600k / 2.5M → 0 / 10k / 50k / 100k / 290k / 1M / 4.2M.
Skilled salary ladder trimmed x0.90, entry rung pinned: 1250 / 2565 / 4617 / 8123 / 13680 / 22230 → 1250 / 2308 / 4155 / 7311 / 12312 / 20007. All 16 tier 2 to tier 5 job rungs and the 14 affected gig checks follow it, so the tier-to-tier ratios are unchanged.
Still on the list: the motorcycle line has a gap at tier 5, dock icons and body text run small on a high resolution screen, and Turkish loses the dot on a capital i in titles. If something looks wrong, the Report a bug button in the menu goes straight to me. Most of what is above came from those reports. nullary games
12/08/2026
Net Worthless comes out on November 16. Before anything else, thank you. For the reviews, for the wishlists, for the bug reports, for the hours you have put into the demo. More than a thousand of you have played it since July 31, and the number is still going up. The question we get most often is when the full version arrives. Today we can answer it: November 16. To mark that, the game gets another big patch. A lot of it is visual: every vehicle in the Marketplace now matches the car in its picture, three new places to live arrive with their finished renders, and the Retail shelves were re-shot. The rest is housing. Buying a home and renting one were both rebuilt, so an approved rental is something you accept instead of something that happens to you, and a move you cannot afford tells you so instead of failing in silence. All of it is playable in the demo right now. If you have not left a review on the demo yet, this is a reminder that you can, right there on its Steam page. It means a lot to us, and it is the single best way to help more people find the game. Thank you. Thanks for the support. Wishlist the game if you have not, play the demo, and tell a friend who enjoys watching a number go up and then very suddenly down. Full patch notes for build 0.5.1208 below.
Renting is something you accept now. An approved rental application used to move you in on the spot. Now every approval that month lands in a move-in picker with the moving fee, the locked-in rent and what the place does to your health and happiness, next to a row for staying where you are. Two approvals can no longer chain two moves and charge you twice, and a move you cannot afford says so instead of failing quietly after telling you it worked.
Every car is the car in the picture. The vehicle catalogue was re-cast against the finished 3D lineup, all 17 with their own art, prices, tiers and effects unchanged. Two models that had no render are retired. If you own one in an old save, it sells back at what you paid for it, and your journal keeps the history. Two new manufacturers arrive with them, Fjord and Porschen, both tradeable on the stock board.
Three new places to live. The Cozy Studio, a second cheap place that does not cost you happiness, the Sunlit Townhouse, and the Condo, which had been showing you someone else's apartment this whole time. The Large House and the Crashpad got their finished renders, and the Large House has a fireplace that burns for real: the flames sit behind an armchair, so the room breathes entirely through their light.
The Journal adds up. Each monthly summary now opens and closes on your actual cash, health and happiness, with everything that moved in between, so you can audit a month without holding the previous entry in your head.
A finished run can be reopened. Loading a save from a run that ended asks first, then reopens it properly. Before, the ending record was quietly wiped by the next autosave and "View ending" disappeared for good. Undoing a death is allowed. It costs you the ending record, and you are told so before you commit.
Hover your net worth for a breakdown of cash, stocks, business stakes, real estate and debt. Categories you have never touched are left out.
Studying one hour under contract no longer freezes your degree. Falling short of your study hours threw the whole month's credit away, silently, whether or not the strike actually landed. A short month now keeps its credit unless its strike hits, exactly like a job month keeps its pay, and both education rows carry a warning naming what a missed month costs.
Move in stopped doing nothing. Buying a house takes the full price and moving in takes another 1%, so buying with everything you had left the button dead and silent. It is now greyed out with the reason on it, the moving cost is on the listing before you pay for the house, and buying a home asks which of your properties you want to live in, with the true monthly cost of each: utilities and mortgage payment, added up in one place for the first time.
A rental's moving fee is priced off today's rent, not first-year rent. Late in a run a flat whose rent had doubled still charged a fee from year one.
Eight of the companies on the stock board were showing a raw missing-text marker where their sector should be, in every language. Entertainment, Sports and Design are translated now.
Negative figures are signed the same way everywhere. The top bar, tooltips, next month's money and your final net worth used a shorter minus than the rows beside them, which stacked in one card read as a typo.
The Retail shelves were re-shot in the new studio lighting, on textured pedestals against a dark backdrop instead of the old white one.
Five things you kept catching: prices sit on the bottom edge of Classifieds cards instead of floating above dead space, the tutorial's "apply to several at once" step waits for a second application so it agrees with its own advice, items you already own are drawn with a green outline instead of looking identical to stock for sale, scrollbars read as window chrome, and a tier badge no longer drifts out of line when a title wraps.
Known and being worked on: the education board can still advertise a course you are already studying, the motorcycle line has a gap at tier 5, and Turkish loses the dot on a capital i in titles. nullary games
05/08/2026
Build 0.5.0508. Most of this one is the interface.
A new type voice. Window titles, buttons, the month banner and every figure now use a condensed all-caps face instead of the old mix of body text and monospace labels.
A new accent color. The indigo is gone. The UI runs on a warm terracotta sampled from the Student's hoodie, and the logo dropped the indigo too. It crashes downhill in red now.
Solid panels. Anything you read content on is opaque, with a hard outline, a contrasting title bar and a small shadow, instead of the room bleeding through the glass. Section headers are bold caps rather than tiny letter-spaced grey lettering, and the quiet grey text got much lighter, so job hours, journal dates and price units are legible.
The fixes:
Event choices report what actually happened. Health and happiness cap at 100, so a "+4 happiness" on a full bar moved nothing while the recap still promised you the whole amount. Penalties could vanish the same way. The effects were applying correctly the entire time. The screens describing them were not. Now the recap and the Journal strike the declared figure through, show the real change beside it and say it was capped.
The Marketplace dot stopped lighting for your own purchases. Buying a phone lit the Retail attention dot at you, on a tab you were already looking at, over a card you had just taken away.
Product art is the same height on every card, so prices line up across a shelf again.
Switching language mid-run works properly. Your character's name, the pause menu and the "How it's calculated" breakdown on job and rent listings all follow the language you are playing in now, instead of the one you started the run in.
Polish reads like Polish. Jakub Brela volunteered a full QA pass on the Polish translation and sent back a row-by-row report. Nineteen strings changed, including the Marketplace tab, which had been shipping the English word. He is credited on the Credits screen.
If something looks wrong, the Report a bug button in the menu goes straight to me. Everything above except the redesign came from those reports. nullary games
01/08/2026
The demo has its first patch, build 0.5.0108. Almost everything in it comes from the first days after release: watching your playthroughs and reading the reports.
The "new listings" dot tells the truth now. The Jobs and Rentals tabs kept lighting their attention dot every month even when nothing new appeared, because the monthly approval-odds update counted as news. Now the dot only lights for listings you haven't seen.
Display settings stopped lying too. In fullscreen, the locked resolution picker showed "1280 x 720" no matter what your monitor runs at, which looked like the game renders at 720p. It never did, and the picker now shows your display's real resolution. Also, switching to windowed mode on 1080p monitors sometimes did nothing visible; now it reliably gives you a framed window at the size you picked.
The tutorial admits you can apply to several jobs at once. The step is now called "Apply to several jobs", and every vacancy you can apply to gets a pulsing highlight. Sending one application and waiting a month was never the intended way to job-hunt.
The booking tooltip explains the actual rule. With a leisure activity booked, every other activity claimed you had already booked it, which read as a bug. Now it says what's true: one booking at a time, and you can cancel the current one for a full refund.
The guaranteed education listing stopped vanishing. If you held a bachelor's degree but little money, the board's "your next step" education slot could disappear entirely. Master's tracks take that slot again.
The next round of fixes comes from the same place, so if something feels wrong, the Report a bug button in the menu is the fastest way to put it in front of me. I read every report. nullary games
31/07/2026
The free demo of Net Worthless is out. You can play it right now on this page. The demo is limited to one character: the Student. There's no time limit, but his dream is one of the easier ones, so a full run as him is much shorter than runs as the other characters will be at release. If you've already seen the demo in someone's video, that was an early build. Here's what changed since then:
Study and career progress right on the job board. Your course card shows how many months of study you've completed, and your job card shows how far you are from the next promotion and what it actually requires.
Broken tech can be replaced. When your phone or computer breaks, the repair shop now offers a refurbished replacement at a markup instead of leaving you stranded until the yearly restock.
No more blind career moves. Quitting a job or dropping a course asks for confirmation and spells out what you lose. Every job offer goes through a picker that quotes your current salary, so you can tell a raise from a pay cut.
A pile of smaller fixes: windows no longer cover the resource HUD, tooltips explain more, and text reads better in many languages.
If something breaks or feels wrong, there's a report-a-bug button right in the menu. I read every report. nullary games
24/07/2026
The free demo of Net Worthless goes live on this page on July 31. It's the Student run, the opening of the game, about an hour or two of play. He's just arrived in the city with a simple dream: land a decent job or build up some starting net worth. Will you be able to do it? Before you ask:
Same systems and same balance as the full game.
Playable in 11 languages.
Your save won't carry over to the full game, but you'll probably want to start as another character on release anyway.
If something breaks or feels wrong, there's a report-a-bug button right in the menu. I read every report, and there's still time to fix things before release. See you on the 31st. nullary games
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