Meridian Bay 2.0, disaster surges, and 400 new calls.
New
MERIDIAN BAY 2.0: A brand new, artist-drawn city replaces the old map: new roads, freeways, rivers, lakes and a long beach, plus new police station, fire station and hospital icons.
Units only get on freeways at real ramps, ETAs follow the actual roads, and patrol cars spread out instead of driving in convoys.
The dashboard map always shows your whole service area, never weirdly cropped or stretched, and fullscreen shows the entire city.
Locked districts are shaded with clean, straight borders, district names are easier to read, the water is darker and station markers are bigger.
Because the city is new, station moves and custom staging spots from the old map were reset once. Nothing was charged or lost.
STATIONS IN EVERY DISTRICT: Every district now has its own police station, fire station and hospital. That's 8 new stations, 24 in all, starting at $4,500, and each one you buy raises that service's unit cap by one.
Every station moved to a better spot, spread out across its district, away from freeways and roundabouts, and clear of the district names on the map. Stations you moved yourself stay where you put them.
The Southgate and North Ridge hospitals now cost the same as their district's precinct ($13,500 and $28,500). If you already own them, you get half the difference back, shown on a green REFUND notice.
Buying a station from the map opens a confirm card with the price, your cash and what's left. If you're short, it offers GET CASH.
Tap a station on the map to see how many units are based there and what they're doing, with a SEE ALL button.
A unit's Home station row has a CHANGE button that moves the unit to another station you own. If you don't own another one yet, it tells you and opens the map to buy one.
NATURAL DISASTERS (SURGES): Surges are now full events, with three disasters that each bring 90 BRAND NEW calls of their own, fully related to the event. They replace the Blackout and Multi-Alarm generic surges.
SEVERE STORM: rain, lightning, thunder and a live weather radar on your map. A lightning crack plays the moment a strike lands.
MAJOR EARTHQUAKE: a main shock and aftershocks, with an epicentre, seismic waves and a ShakeMap on your map and a seismograph on the banner.
HEAT WAVE: the sun climbs to a blaze and a glowing heat island spreads over the city, until an evening breeze breaks the heat when the goal is met.
Every surge brings a flashing light, an air raid siren, alerts that name the disaster (SEVERE STORM WARNING, then STORM HITTING), its own intense music, and +25% pay on every call.
A surge now starts 20 seconds after its warning instead of 60.
The surge banner docks along the top of the Dashboard map, and shows every dispatcher in the server, lighting up each one as they help. Drag it off to float it, and drop it back to dock it. Minimized, it keeps the goal bar, everyone's faces and the warning.
Everyone who helped gets the new stamped report card when the city is safe. Everyone else gets a short notice instead of a full-screen card in the middle of their shift.
NEW CALLS: 400 BRAND NEW calls in all.
270 disaster calls, 90 for each surge (Severe Storm, Major Earthquake, Heat Wave).
32 new specialist calls for the Tanker, Fire Helicopter, EMS Helicopter, Brush Truck, Supervisor SUV and Police Helicopter.
30 new calls about assaults, cuts, stabbings and shootings, told without gore (9 Medium, 17 High, 4 Critical, mostly multi-agency).
Every specialized unit has calls in every district, and at least five even if you only own Downtown.
MORE REALISTIC 911 CALLS: Every call was rewritten to more closely follow real 911 call-taking protocol.
Standard call flow: confirm the address, get the caller's name and callback, check for injuries when it matters, ask the 2–3 call-specific questions, then give an instruction.
"Is anyone hurt?" is gone from 57 calls where plainly nobody is (noise complaints, found property, alarms with no fire, animals). High and Critical calls always ask.
When a caller asks "Are they on the way?", you now answer "Yes, help is on the way." before your next question.
Call titles are now short dispatch-style call types, rather than really long and oddly specific.
Every crash sends Police, plus Fire when someone is trapped or there's smoke or leaking fluid.
Call wording was cleaned up: 131 calls were reworded and 121 vague calls now say exactly what happened.
The call mix now (depending on where you live) matches a real 911 center: Police calls most, then EMS, then multi-agency/Fire.
CALLS IN THE RIGHT PLACE: Calls now ring from places that fit them.
Hiking, search-and-rescue, water-rescue and farm-fire calls ring from the places they belong on the map, never the middle of the city.
118 more calls that name a place now ring there: 70 always (train platforms, stadium gates, the airport, freeways, lakes, the marina), and 48 whenever you own one (parks, warehouses, building sites, office towers).
These calls use 744 real spots across the city instead of any random street, so the same call doesn't keep coming from the same corner.
Apartment, office and mall calls stay off farm roads and the woods.
District buy cards now list the new call types each district brings, like North Ridge's backcountry rescues, lake rescues, farm fires and stadium crowds.
THE CALL DESK: The Calls tab is rebuilt.
Waiting callers light up numbered lines across the top; tap one to choose who's next.
A live call puts the conversation beside a call card with the caller, the address (with Show on Map) and all information they've given you.
The caller's face on the call card is bigger and no longer sits in a box.
NEW PHONE: The call phone is fully restyled.
Incoming calls ring as a pill that grows into the phone, with waiting callers' faces beside it; tap a face to answer that caller.
On a call you hear a call-waiting beep instead of a full ring, and every new call pings the map where it's coming from.
While you're on a call, the ON CALL pill shows the faces of callers on hold; tap one to pick who's next.
The phone remembers where you dragged it: the next call rings and opens in that spot for the rest of your session.
A labelled composure meter and a details counter, a clear "Bad question – composure -1" mark on a trap question, and the file button only shows once you can use it.
RADIO: A live radio log under the dashboard map records every page, response, arrival, transport, clear and backup request, with timestamps and unit names.
Crews call in ("Dispatch, on scene at…") and dispatch answers with a 10-4. Tap a radio log line to find that unit or call on the map.
Settings > Audio > Dispatcher voice now has 11 voices (up from 4), and picking one plays a test line. Each crew talks in its own voice, kept for the whole call.
Every call has its own specific radio description; no more vague "an incident".
Better pronunciation: "Patrol Car 2-1" is read as "two one", EMS, SUV and CPR are spelled out, and street numbers are read properly.
Today's goals and your next unlock sit beside the radio log.
Please note: the radio log shows on PC, console and tablets held sideways. There's no room for it on phones or tablets held upright, or on many phones held sideways, so it's hidden there for now.
SCENES AND DISPATCH:
On Medium, High and Critical calls, police and fire now stay on scene until EMS gets the patient to the hospital. The map icon counts down the hospital run.
DISPATCH MENU: Rebuilt from scratch. Tap a needed service to filter the list, then pick from a Recommended group or hit Best Pick.
Every unit has a short description and tags like +25% XP, BEST MATCH and TOO FAR OUT, services the call doesn't need fold away, at least three units show on all screens, and DISPATCH counts what it sends ("DISPATCH 2 OF 3").
Quick dispatch from the map asks once ("Send <unit>?" with the drive time) before sending.
NEW TOP BAR: A cleaner top bar on every device.
Tabs are redesigned into 'keycaps', your wallet shows your balance AND active boosts, the shift clock is now inside the END SHIFT button, and the settings gear now looks like a normal Roblox UI button on the left.
Phones held upright (portrait) get a bottom dock with the shift button raised in the middle, and console controllers switch tabs with LB and RB.
Tablets get the tabs in the top bar (two rows when held upright), and phones held sideways get tab icons in the top row, or a side rail on the smallest phones. Small or narrow PC windows switch to the bottom dock or the tablet bar so nothing overlaps.
A thin coloured line under the top bar shows your duty state: green on duty, blue with calls held, orange while signing off, yellow in training.
Tap your wallet for Pay Boosts; its + opens cash packs. HOLD reads RESUME while your calls are held.
PAY BOOSTS: Your active boosts now show in your wallet (under your balance, or as a gold bolt on the coin on smaller screens). Tap it for a breakdown of everything adding to your pay and how to get more. This replaces the old floating boosts tray.
POPUPS AND NOTICES: Every popup has one consistent look: cards on PC and tablet, bottom sheets on phones held upright. On a controller, B always closes the top popup.
New PROMOTION card when you rank up: your new rank, the bonus paid, and what it unlocks.
End Shift asks clearly: END SHIFT or KEEP WORKING, STAY ON DUTY or KEEP SIGNING OFF, with a live count of work still running and HOLD CALLS on phones.
Notifications are restyled and rewards read as a sentence ("Structure fire cleared: +$450 · +38 XP"). Routine ones now wait for popups and the loading screen instead of playing where nobody sees them.
Offers: the board and call-queue "+", GET CASH ("You're $X short") and the new-unit nudge can now buy the unit right there. Faster Progression lists only what you don't have yet, and the Expand District card's main button is always something you can press: UNLOCK, GET CASH or SEE RANKS.
Rename unit has one field and SAVE NAME. Leave it blank to go back to the default name.
The bug report form has a live character count, and its 400 limit now counts characters, so reports with accents, Cyrillic or emoji are no longer cut at half length.
The server restart notice shows a countdown, then SAVING. If the game's screens fail to load, you get a REJOIN button. The update notice is redesigned and waits for the loading screen.
The board sort menu closes on any pick, a tap outside, or B. The staging banner gives short instructions for your device with a big CANCEL.
The manual CAD filing worksheet (for players who turn it on) is full size and its FILE button says what's missing, the Mutual Aid picker shows each dispatcher's free units, and the achievement, training and commendation cards are restyled.
On the skip-training card, SKIP is the red button and B keeps training.
SHOP:
Units are grouped into Ready to Buy, Coming Up and Max Owned.
Units above your level now say BUY EARLY (the old text claimed a surcharge that doesn't exist).
Passes you own move to the end with Send as Gift.
Cash packs are easier to read on phones.
Upgrades lead with what's left to buy, and finished upgrade lines fold into one Complete tile.
The board's "+" now sells slots IV–IX for cash and shows the level a slot needs.
GIFTS: Gift passes to anyone: players in your server, your friends (online or offline), or any Roblox username. Players who already own the pass are greyed out before you pay.
Gifts arrive instantly on whatever server the recipient is on, with a GIFT RECEIVED card.
The community boost offer now waits 7 days after MAYBE LATER instead of coming back every session.
UNITS, CAREER & RANKS:
Units tab groups your fleet by what each unit is doing (On Scene, En Route, Returning, On Patrol, Ready), and parked units name their station.
Career spells out your next promotion and shows every rank without scrolling, and level-up messages say what level the next promotion comes at.
Ranks tab is one page with your own row always in view, and it refreshes on its own.
REWARDS:
Rebuilt for every screen, with one clear Next Up line.
Skill Tree is now Skills, and all ready achievements claim in one tap.
Prestige is a single card, and each choice opens its own confirm.
SHIFT REPORT: Rebuilt with your avatar and name, what you earned, and a fairer grade based on how well you handled calls, not how long you worked. Calltaker Assistant calls now count.
PRESTIGE: The confirm shows exactly what you keep and what resets, using your own numbers. The free prestige is HOLD TO PRESTIGE, and KEEP EVERYTHING is its own green button.
PRESTIGE UNDO: Changed your mind? HOLD TO UNDO a prestige within 10 minutes from the Prestige page.
DASHBOARD:
Incident rows show their priority in colour, the call you're on leads the board, and opening an incident lifts it to the top.
On phones held upright, the welcome card makes way for the map and your calls.
MAP POPUPS: Pin popups are 15% smaller on PC and have no X: click the pin again, click the empty map, or press B/Esc to close. Popup text and buttons are bigger on phones.
Incident popups no longer show the on-scene unit icons, and on the dashboard map they no longer repeat the caller's words that the open card already shows.
CHAT: Ranks sit beside names, your crew is one card where every open seat invites a friend, and message times follow your own clock (12 or 24 hour).
CALLTAKER ASSISTANT: Now works each call for 15 seconds before filing it, like a real call-taker, and the radio names the call.
CALLER PRIVACY: Callers using real Roblox names are now only your friends or players in your server.
Blocked players never appear as callers, and turning off Friends as Callers now removes every real player, not just friends.
Calls about the caller's own family, and calls where the caller is the one hurt, robbed or in danger, always use made-up callers.
Automatic alarms show an "Automatic CAD alert" plate instead of a caller.
FIELD NOTES: Supervisor Reyes' 48 tips now appear on the coach bubble right when they matter, like callers on hold, a full board or when to send a specialist. Two new ones tell you when you can afford a second unit or a board slot.
Settings > Help keeps every note, sorted by topic, so you can reread them anytime.
Don't need them? SKIP ALL turns them off.
NEW TUTORIAL: Supervisor Reyes now coaches new dispatchers from a coach bubble that sits right beside whatever it's explaining, with a pointing hand, laid out for every screen.
It explains each stage as it happens (responding, on scene, transporting to the hospital) and keeps the waits short: scenes resolve in 6 seconds and the ambulance drives at a steady pace.
Training's big call now asks the crash questions (anyone trapped? smoke or leaks?) and dims the rest of the screen while it rings.
LOADING SCREEN: New background art, a sharp logo, and phones held upright now see the city.
TRANSLATIONS: Everything new is translated into Spanish, French and Russian. The new phone, Call Desk, shift report, Pay Boosts, bottom dock, tutorial and field notes are also in German, Indonesian, Polish, Portuguese and Vietnamese.
Bug fixes
Tapping a question on a call now shows your line instantly. It used to lag behind every press.
The dispatcher no longer goes silent on some calls: pages now name the street instead of the full house address, which Roblox's voice filter was refusing.
Every call now files at its own priority, pay and required services; some were using another call's.
Fire Alarm, House Fire, Vehicle Fire and five other common fire calls no longer open with the same made-up address every time.
Callers no longer name streets or landmarks that aren't near the call, like "north on Grand Street" or "toward the bridge", including when they answer a wrong question.
Long-time players' saves are about 80% smaller, so they save faster and more reliably.
Dragging the full-screen map sticks to your finger: no more jumps, slips or freezes.
Body text uses a cleaner font, so words no longer run together.
Less stutter: switching tabs no longer runs an extra full redraw of the screen when nothing about its size changed.
The map's gold NEXT ring and the Dashboard's next-district goal now follow rank requirements for Harbourfront and Meridian Airport.
Deselecting a unit after Best Pick no longer drops that service from the recommendation.
An escalated incident now reads as the same scene getting worse, not a different call.
The map's Stations filter no longer hides units parked at stations.
The caller's line on map pins now shows in your language.
Incident countdowns show and tick again on narrow phones.
END SHIFT no longer briefly draws over HOLD.
The shift report no longer asks group members to join the group.
Reduced Motion and Friends as Callers now stay saved when you rejoin.
REPLAY TRAINING pressed while on duty now runs when you end your shift.
If your friends list fails to load once, callers no longer stay random residents for the rest of the session.
Rejoining during the tutorial's second call now picks up that call instead of replaying the first.
A surge ending during training no longer locks the screen.
Chat: the "greater than" symbol no longer shows up as garbled code, the unread badge no longer lights up on every join, "N NEW MESSAGES" is translated, and staff tags keep their colour in every language.
Spanish, French and Russian call openings no longer contradict the caller's gender.
Spanish and French safety advice about smoke and fumes no longer tells you to stand downwind; it now says to stay upwind.
Russian "CITY SURGE" no longer reads as a storm on every surge.
The Rewards Today tab's countdowns, streak days and prestige line are now translated.
English no longer shows on translated screens: ASSIGNED and RESOLVING on incident rows, the shop's "+" perks, the Upgrades page, and "N ITEMS" on End Shift. "1 ITEM" no longer reads as a shop item.
Shift buttons fit in every language: French START SHIFT no longer spills out and Russian HOLD is no longer cut off.
Spanish and French settings no longer show switched-off items as a discount, and Russian "FULL" no longer reads as "occupied".