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Hey cyberpunkers! Here we are with another monthly update. Exciting stuff this month! A whole new organization that will populate the world, a bunch of bugfixes, and some performance improvements. Neuraltink enters your city Neuraltink is a global corporation specializing in brain augmentations. Its CEO may decide to build one or more huge offices in your city. When that happens, you will see that corporate offices will grow faster in your city. But beware! The unrest will also grow significantly. Bugfixes: Layers on ultra-wide fixed. Thanks to Svexel from the Discord community for bringin this up. Should be fixed, let me knwo if it's not the case! Some players reported that the FPS would slow down and decrease after some time that the same city was running. I think this may be due to cars, so I placed a hard-limit on the number of cars and flying objects in general. I hope that fixes it! New art: I've added a bunch of new models for factories and commercial shops. You should see more variety in your city now!
Hey Cyberpunkers! I just released this month's update. I'm working on a bigger one that will introduce two new organizations from the world of Skid Cities. In the meantime: New art I've added more variations to level 1 factories, so you should see fewer repetitive areas when zoning factories of level 1. By the way, I've modeled and textured live on my Twitch! Building and loading effects I've added some subtle particle effect when placing down the buildings. I've also added some cool VCR-like effect when switching between levels. Loading bug I've fixed a loading bug where some cities stopped loading and/or refused to show some buildings. Minor performance gains I've tweaked the code and the art a bit and the game should run slightly faster (1 or 2 FPS compared to the previous version) Bonus:Skid Cities OST is now on Spotify! I've published the official Skid Cities soundtrack on Spotify, Apple Music and the other music services. You can check it out on Spotify here.
Hey cyberpunkers! A quick release that I actually developed last weekend live on Twitch. This release: Fixes some issues with the new level spawn systems. Some roads would not show up properly on upper levels, plus some performance gains were nerfed. Fixed now! Added some a new variation to wealthy commercial buildings of level 4 This release was prepared live on Twitch! Check out and follow the channel to catch me live
Hey cyberpunkers! I know you've been waiting for this for a long, long time. And it's finally here! A huge update entirely focused on performance. Plus, a much-needed fix for Apple silicon players. Let's get into it!
Hey cyberpunkers! After a long period of inactivity due to personal issues, I'm finally back to working at Skid Cities. I'm very excited to finally be back in this world. I'm a solo developer, so every time something pops into my life, you will notice it. Anyway, I'm back and fully committed to keep working on this cyberpunk city builder until it's finished! I've worked on a small but almighty release, mainly starting from the feedback of the Discord community. This update includes: Opening Cinematic: Dive into the cyberpunk world of Skid Cities with an all-new opening cinematic, complete with voiceover! It sets the stage for your urban empire like never before. Voiceovers: We've brought life to tutorials and missions through original voiceovers, enhancing your gameplay experience with engaging narrative and instructions. Desirability Dynamics: As your city levels up, the desirability for locations changes! Wealthy citizens now seek to live amongst the clouds, while factories delve into the underground. Watch your city evolve dynamically with its growth. Sound Revisions: We've tuned into your feedback about some city sounds being too repetitive and slightly annoying. So, we've improved a variety of them for a more pleasant auditory experience. Building Information Panel: Ever wonder why a building isn't influenced by its neighbors? The updated building information panel now explains the ins and outs, making your urban planning smoother. Tooltip Stability: No more crashes after using drone mode. We've squashed the bug that was causing tooltips to malfunction. Canal Loading Issue: Cities with a canal at position 0 not loading correctly? Fixed that too. Your waterfronts are ready to dazzle once again. I'm already working on the next update, which will be focused solely on (drum roll) performance!
A quick update to fix a number of typos in the text content of the game. It's crazy how big the game got, for a solo developer: More than 1.600 unique text entries. Thanks to Kid Charlemagne in our Discord community for helping me spot some typos!
Hey cyberpunk city builders! It's been a while since I was this excited about an update. With this release, your cities will now face 2 new organizations: KoKola and McSoynald's. Each of them may decide to join your city, opening structures and influencing its development. These organizations will be available on top of the 4 organizations already present in your cities: the criminal syndacate Yakuza, the social media conglomerate Bonfire, the muscle-augmentation world leader Theta Corporation, the eye augmentation research company Wajima. But let's take a look at the new organizations! Please note that, due to geopolitical history and trade limitations, some organizations will not be present in all of the regions of the world. Try out different Trade Authorities regions to try different organizations!
Hey cyberpunnkers! A quick bug fixing and adjustment update this week: Fixed a bug where some cities in the Low Lands of Great Florida were not loading after save Fixed a bug where some cities that had canals intersecting with natural canals were not loading after save Improved the sunset and daylight appearance for icy lands (Greenland Autonomous Zone for example), cold lands (Canada Trade Authority for example) and tropical lands (Low Lands of Great Florida, Arhuaco, and more)
The last few months have been challenging personally, so the updates have been scarce, I know. Hopefully, I will keep up a more regular stream of updates from now on. Let's start with this one! A very beefy update, lots of new art, performance improvements, and Quality of Life adjustments!
Hi cyberpunkers! A quick update while I prepare a bigger one.
A huge update this week! You can now build your city in the rest of the 2092 world - Asia, Africa, and Oceania are now available. Plus, a new organization will join your cities: Wajima, the eye augmentation corporation. To top it all off, a lot of improvements and bug fixes. Thanks to all of the players for the feedback, it has been amazing!
Hey cyberpunkers! A small update to address some bugs and remodel some buildings so that they look better and run faster. Every time you see me updating a building 3D model, know that I'm not only doing that for esthetic purposes: In the process, I also optimize the model so that it runs faster and does not slow down in big cities. Let's start!
Small bug fixing release! Some cities were not loading anymore if Bonfire entered the city. Fixed! Thanks to Legdig for the bug report Some cities were not loading anymore if the canals had a particular conformation, next to upwards roads. Fixed! Thanks to Legdig for the bug report The physical map was not loading in certain situations. Fixed! Thanks to NotAUsername for the bug report Exiting the drone mode gave problems while observing someone else's city. Fixed! Thanks to viroX for the bug report!
The graphics overhaul has finally arrived! I've reworked around 3000 textures and hundreds of models, but the game now has a cohesive, pleasant, and cyberpunk palette behind it. Before we dive into a recap of all of the changes, let's take a look at some before and after, should we?
The evening view is warmer, more balanced, and dustier.
The day view has been heavily reworked as you see. I went for a gray, well-lit, cloudy feeling.
The night-time was already ok, but now it's extremely gritty, cyberpunky, and wet. I really love the night view!
Another big change: New countries! You can now build your city anywhere in the Americas and in Europe. Africa and Asia are being worked on and will be coming up soon!
Top all of that with a nice sprinkle of bug fixing and multiplayer customization, and you have this update. Now that the graphics overhaul is out of the way, I plan to get back to release the game more often and hopefully get it out of Early Access at some point in early 22. Stay tuned!
Another part of the complete art overhaul also involves the re-creation of the advertising and propaganda screen videos.
The world of Skid Cities has a lot of huge video screens scattered across high-level skyscrapers. They are used for advertising purposes.
The problem with these is that - as with anything before the art overhaul - I was using the colors that I felt looked good for that particular element (in this case, the advertising art). Problem is, once you put everything together, the result is a bunch of colors that do not look good next to each other Also - for some reason - if I proceed in that way, I tend to over-saturate all of the colors of the game. The way to solve this problem is to define a set of colors - a palette - and work out from that.
This issue affected also the advertising art that I created. So I spent some time this weekend re-working the advertising art. So I went from this for example:
To this:
The way that I create the advertising art may be interesting for other developers so I thought I'd share it.
Hey cyberpunk builders! The art overhaul is proceeding in new, exciting directions that I wanted to share with you. If you missed my last update where I explained what the art overhaul is, check it out here. I'm now halfway done with re-working all of the textures of the game based on the new color palette. This new art direction is inspiring me, so I have decided that the art overhaul will include also new stuff, in particular: new countries and new cars!
Hey cyberpunk builders! Sorry for keeping you updated as much as before. I did not disappear! The reason is that I started a huge effort: Reworking all of the colors of the game to better match a specific feeling.
In short, I was not happy with the final color scheme of the game, so I decided to rework all of the art of the game, adjusting the textures so that they match a specific palette. For example, it goes from here
To here
It's a massive work as there 100 and more unique 3D models in the game, each of them has at least 10 separate textures that need to be changed and adjusted in Substance Painter. I then need to 'bake' the textures into one big texture (the texture atlas) so that the game runs faster. I do that in Unity. Plus, I need to adjust the textures used by the 5 unique terrains, and the objects that appear on them, like the trees. I've been working on this for 3 weeks and I'm only 20% done, so I thought to give an update.
Hey all! While I'm reworking all of the art of the game, I also worked on the first version of city sounds. Plus a bunch of fixes! City sounds are in! Just zoom into your city to listen in - almost every building has a unique personality and sound. Also, fixed: Deleting savegame did not work, fixed! Thanks to @Stoic and @kylefiredemon for reporting The resolution setting was not saved between game sessions, now it is! Thanks to @kora for reporting
A small performance patch! I optimized a little bit how cars are spawned and how they are moving around, so I'm releasing this small performance improvement patch. From my tests, your city should gain 5/8 fps from this. Behind the scenes, I'm working on a bigger art revamp, so stay tuned!
Savegame is fixed! I inadvertently broke the save function (both autosave and normal save) with the last update yesterday. Oops sorry. It's fixed now. Thanks to Bongo13 and viroX for reporting it!
Hi all! A bug fixing and adjustment weekend update. I am working on an art and color scheme overhaul, but in the meantime, I wanted to address some bug reporting: Better terrain generation: Rivers now show up on the map more consistently Fixed a bug where clicking on a lot of different points on the map before creating a city would crash the game. This may still happen from time to time, but it should be way rarer (Thanks ViroX for the report!) Fixed a bug where some cities would not load anymore (Thanks Pacer for the report!) Fixed a bug that would leave the game hanging if you selected 'New game' from within a city Updated UI color scheme Updated Island of California terrain Better colors for day view
Do you know how in Skid Cities you can pick where to build your city in the world? Well, now you can choose to do it in the online Skid Cities world. You will see the cities built by other Skid Cities players. You can build next to them to get bonuses. One, huge, persistent Skid Cities World!
Also, with this release, I'm introducing the region selection. Not only you can build in the Island of California or the Federal Trade Authority, but you can decide where inside these areas.
It works like this: First, you can decide whether your game will be shared online or not:
Then you of course pick the region:
Now you can decide where to build your city exactly. Different points on the map have different values for mountains, rivers, and temperature, which will affect your terrain:
You can see what the other players are building and start a city next to them to get bonuses!
If you are worried about the space running out, don't be. Each geography has 57,000 possible locations at minimum.
This is just the start! Right now, the bonuses that you get when starting a new city are fairly simple, based on the population of the nearby city - the bigger the nearby city, the bigger the bonus on the demand. I plan to add more interesting and powerful bonuses in the future, as the world is built by players worldwide. I also want to keep adding new geographies - the Republic of Texas and Norde are next.
Hey all! A small but mighty bug fixing and performance release: (Important) Fixed long stutters on big cities caused by cars: Now the game runs a lot smoother on bigger cities with a lot of vehicles spawning Fixed: Loading bar sometimes becoming larger than life Fixed: Moving on the minimap sometimes bringing you to the wrong city level Fixed: When zooming too fast, you sometimes would bounce back
A small update with some adjustments to the new terrain feature: Faster rendering of natural water (lakes and rivers), up to 40% faster! Better underground terrain generation: less busy and more forgiving
Hey cyberpunk builders! Excited to introduce the first iteration of procedural terrain generation in Skid Cities.
A bug fixing release. I went through all of the bug reports that were still pending and tried to squash all of them. Fixed (finally) the camera movements: Now clicking on the 'View' button works without stutters, and you are not weirdly stuck anymore when you reach the edges of the map (thanks @Korwinator2015 and others for the heads up!) Fixed Pressing Space to pause/unpause the game once again clicks random UI buttons like rotate, move level and zoom (thanks @Guardian_GI for the heads up) Fixed cars causing stutters (thanks @Xtal for the heads up) Fixed typing in the bug report message, the game registers key presses as shortcuts (thanks @Guardian_GI) Fixed: When you're building roads, the yellow money indicator that appears when you build it displays the amount of cash you have spent on previous building, and not the road itself (thanks @Guardian_GI for the heads up) Fixed: In certain situations, the city would stop building new zoning (Thanks to @Peri and others for the heads up) Balanced: Underground prisons now accommodate 5X more prisoners (thanks Guardian_GI for the heads up) I wanted to take a moment and thank the amazing Skid Cities community for helping me in finding bugs and adjustments. Please keep the bug reports coming!!
Hi all! A very beefy update this week. Three major news: Commercial Zoning, the first workshop mod, and critical adjustments to the cyberpunk system
Hi all! Releasing a quick update to keep supporting the first mods created by the community. If you are interested in creating mods, check out this Youtube tutorial: https://www.youtube.com/watch?v=I3mkjIB9qKA You can then join our Discord here and get ideas, help, and so forth about mods!
An update to the cyberpunk system!
While I continue working on bugs and on new features, I focused on making the cyberpunk system better.
Two major changes:
- Now you can see what is creating the cyberpunk level for every building. Just click on the cyberpunk meter!
- Now each building type can bring the cyberpunk level up to 30 and not more. So now if you spam 4 public augmentation centers, your residential will not shoot to level 4, as the influence of multiple buildings of the same type is limited. You will need to get creative!
A couple of other improvements:
- Now the radius of a building will be shown even when the building is invalid, making it easier to place buildings
- Added some cool demolition effects
- Improved the layer's UI, as well as the graph's panel UI
Hi all! Since it was heavily requested, I added full support for the Steam Workshop modding. You can now go to our Workshop and add new building models and types there.
I also created some very detailed tutorials about how to create buildings for the workshop. Spoiler: It's very easy, you just need Unity and Blender!
To celebrate the occasion, I created the first two mods myself. The first one is an additional 3D models for your factories called the Obelisk
The second one is a completely new type of Entertainment building called The Purge
If you are interested in creating mods, please join our Discord here, we have a dedicated channel to modders: https://discord.com/invite/YNNZA2u
Other things released this week that you might have missed:
Huge performance gains: I moved a lot of the logic to your second CPU core, now the game runs a lot faster and without stutters, even with huge cities!
The rocket port is now launching an actual rocket every 60 seconds
NEW Building: Plaza. Your poor citizens really appreciate city plazas where they can buy street food and hang out. Works as a road, connecting your city
NEW Building: Canals. Add waterways to your city. Ok, it's not exactly water but you get the idea. Residentials of all types of wealth really like it. Bridges not possible yet.
NEW Building: Drone Cargo Station. This building will make the factories below, around, and on top of it stronger. Has to be built in the sky but does not require any structure below, as it's a floating station. Sponsored by one of the biggest e-commerce corporations in the Island of California!.
Bug reporting tool. If you see a bug, just press Escape and click on 'Report bug'. I will fix it! The tool will also upload your current city to the SkidCities server, which will help me debug a lot
Bugfixes:
Fixed: Uncontrollable rocket spawning
Fixed: Some issues with the new optimization system would sometimes lead to negative cyberpunk score for certain buildings
Hi all! An in-between release before I iterate more on the cyberpunk system. This release adds 3 new buildings and improves the performance gains of the last update NEW: Plaza. Your poor citizens really appreciate city plazas where they can buy street food and hang out. Works as a road, connecting your city NEW: Canals. Add waterways to your city. Ok, it's not exactly water but you get the idea. Residentials of all types of wealth really like it. Bridges not possible yet. NEW: Drone Cargo Station. This building will make the factories below, around, and on top of it stronger. Has to be built in the sky but does not require any structure below, as it's a floating station. Sponsored by one of the biggest e-commerce corporations in the Island of California! Fixed: Uncontrollable rocket spawning Fixed: Some issues with the new optimization system would sometimes lead to negative cyberpunk score for certain buildings
I've rewritten large chunks of the city logic, which is now computed on your other CPU thread core. What does that mean? Well, that the stutters should be now gone, and that big city will update way faster than before From my testing, a large, 9 levels city that used to update every 3 minutes now updates every 20 seconds! Of course, there is more work to be done on the FPS side with the 3D model optimizations, but apart from that, you can now scale your city to be HUGE. Please do it. Also: The rocket port is now launching an actual rocket every 60 seconds.
The new cyberpunk system needed a bunch of balancing. I've nerfed buildings and empowered others. I will not list them as I've changed all of the buildings in the game. It should feel more balanced now! Of course, the balancing is not complete but it's a good start.
Hey cyber builders! After talking with a lot of you and watching a lot of gameplay, I realized that I wanted to change the main mechanic of the game: how residential and factories upgrade. It used to be too mechanic and simple, and not really able to provide a lot of sandbox experience. So, I changed it completely. Meet: The cyberpunk system!
Now, to evolve your city, you just need to make it more cyberpunk. What does that mean? Up to you. You can add mines in the bottom level that feed the factories upstairs. You can add algae buildings to clean up the air next to your wealthy citizens. You can allow buildings to be squatted. There are multiple ways to increase the cyberpunk level of your city, and some of them will work with say residential but not corporate offices, and vice versa. The result is a city that feels more alive, less mechanic, and more interesting. Also, it allows me to keep adding building types and all will work out - as long as they give you a cyberpunk feeling!
This release also comes with 5 new buildings, bug fixing, and more!
New Buildings:
Cyberspace node
Mining facility
Algae Air Filter
Android Arena
Kill Android Center
Bugfixes:
Fixed some cities not loading up properly
Fixed pressing "Space" also clicking a UI button
Fixed confusing camera movement when moving to bottom levels
Fixed a potential memory leak on load
Hi there! Sneaking a quick patch in before a longer cycle Bug reporting tool. If you see a bug, just press Escape and click on 'Report bug'. I will fix it! The tool will also upload your current city to the SkidCities server, which will help me debug a lot Adjusted: Now the camera will follow you nicely when switching to a lower level Better terrain color for Federal Trade Authority Better memory management: If your city was sometimes crashing on loading, it will not anymore Faster loading times for new and existing games
Hi cyber builders! I'm releasing an update that will break your previous saves. Sorry about that. But it lays the foundation to make the game faster and more performing, which is important. Also, a lot of bug fixes and a new loading screen, Performance: Big cities will update (e.g. build new things) way faster Fixed: The Yakuza going rampant with no way to stop it Fixed: Some cities not loading after save Fixed: Corporate offices never reaching level 4 New: Loading screen with random, historical news from the past Better lighting in the Federal Trade Authority and the Island of California
0.75 brings a lot of new things: Pass laws to keep your city in check. Build Interpol Money Trackers and bunker courthouses, and more.
Hi all! A small Tuesday patch with some fixes and tweaks while I work on the bigger feature. New setting: Disable cars. Once you changed this setting, you need to wait a bit or load a city again to see its effect New setting: Disable autosave Enabled utopia/dystopia calculation again Fixed Organizations (like Yakuza) bringing taxation to negative levels, destroying the economy of a city Faster updates for bigger cities: It should take less time to see a bigger city update, build new buildings, etc Optimized screen advertising shader: The FPS should not drop now when a lot of buildings with animated advertising are displayed (Thanks to Peri for the heads up!) Fixed some city saves not loading (Thanks to Killer3000 and Malmal for the heads up!) Fixed: Hide tall building was not working with newly built tower bases (Thanks to Peri for the heads up!) Fixed taxes panel not updating (Thanks to Malmal for the heads up!) Fixed radius indicator not hiding when hovering on other UI elements
A nice Sunday update, with Quality of life improvements and bugfixes. Quality of life improvements: Added RFC panel to keep an eye on the demand easily The tower base will get partially hidden when you use the 'hide tall building' button Clarified the utopia/dystopia advisor panel Moved the organizations into a new "Laws and Organizations" panel Fixed a problem with the demand that would stall your city Fixed a bug with bonuses not getting applied Fixed a bug that caused the cars not to move
Hi all! Friday update with a bunch of new things, plus, the first winner of our weekly challenge! Our first weekly challenge - the Theta Saga - was won by: Malmal! Who managed to reach level 124 for the Theta Corporation in his city, crushing everyone! Malmal gains the Cyber Mayor role in our Discord, plus an in-game building entitled to him! (I'm not gonna reveal which building, but you may find it in-game!) We will run the weekly challenge again next week on our Discord, join it here: https://discord.com/invite/YNNZA2u Also, a beefy update: Better, faster building water pipes in the underground level. You will now see the ghosts of the buildings on the upper level, and you will be able to place your sewers faster and more precisely. I did this change because placing the water pipes was not fun as the layers were too in the way and too slow - now it's super fast and looking a lot better! Not only that: You can use the same technology to see the buildings on the upper level or on the level below. Look for the cloud icons on the bottom left corner, next to the 'Hide tall buildings' icon! Bonuses and maluses display: I added a small label next to every metric that you see - unrest, dissidents, taxation, and so on. It will show the bonuses or maluses that you have created in your city. By clicking on it, you can see what factors are contributing to it. For example, if you are building in the Island of California and Bonfire joins your city, your dissidents will get +50%. By clicking on it, you will see that 20% is due to California and 30% is due to Bonfire. Gameplay adjustments! I inverted the radiuses of the android distribution centers and of the public augmentations. Now the cheaper buildings will have a big radius, and the more expensive ones a smaller radius. I expect this change to bring the growth of more interesting cities, plus it's not forcing you to build a lot of structures just to get your buildings to level 2. Gameplay adjustment 2! Now the factories will require a lot more workers than before. So in order to keep your factories running and building, you will need a substantial amount of poor residential buildings. And clearly a bunch of performance improvements: Made layer loading faster: Now the layers will load only the portion of the city that you are looking at, instead of the whole city. Very noticeable on big cities Sped up loading time a bit for new cities Sped up loading time for the UI to show taxation levels, budgets, population, and so on Small but good improvements on FPS for bigger cities Reduced occasional stutter on bigger cities Made default zoom and camera movement faster And of course bugfixes: Fixed the cars slowing your city down, at least a bit Fixed tooltips crashing or not showing up after pause Fixed drone mode exiting without reason with error Fixed the Bounty Payment Office looking strange when not zoomed in
I spent the weekend reworking all of the networking systems as they did not scale well with big cities. Now bigger cities (1,000 buildings or more) will load faster and will update way faster. Also smaller cities will benefit from this. I also added an optimization that makes running cities with a sped-up time faster. I'm also working on a bigger release that will introduce a lot of new mechanics, but it will take a week or so. Plus: New building! The secret service black site is in Adjusted the demand dynamics to be more forgiving at the start of the game Fixed bug that was causing the building information panel to display weird labels when a building was downgrading due to low desirability Fixed a bug that was causing the right-click-drag player movement to be wonky if the camera was rotated
Small lunchtime patch! 2 new vehicle types will roam your city! Rich, fast cars, and toxic waste containers Now the demand is influenced by your taxation level. Increase taxes to decrease demand, decrease taxes to stimulate demand! Better event system. Now events will be more sporadic and random Fixed demand bugs that would skyrocket or plummet your demand for residential and factories Fixed corporate unemployment not being calculated Fixed graph labels not being aligned properly Fixed drone mode making the game unusable after 5 minutes Faster loading time on new game
Hi all! Quick update tonight, addressing mainly bugs and small adjustments Fixed the crazy taxation bug that would shoot your taxes to infinity. It was fun until it lasted! Fixed the crazy dissident bug that would destroy your city with incessant attacks. It was not fun until it lasted! Adjusted night and daylights and saturation. I hope you like it, let me know what you think! Updated the initial tutorial to clarify the underground road building
Hi all! Evening update, with some new features, surprises, and of course bugfixes! Features: Sewer and roads: You can now build sewers on top of roads and vice-versa. A very requested feature! Just drag your road on top of your sewer, or a sewer on top of your road. Both will work out. Utopia / Dystopia system: Depending on how you build your city, it will become utopian or dystopian. No building is inherently utopian or dystopian - it's about how you arrange them in your city This its first incarnation of course and I will work on this more. This also comes with 2 new missions! Dissident events: a new string of events will rock your city if the dissidents will roam unchecked. Good or bad, you decide Fixes: Fixed bulldozing things you were not supposed to, like illegal clinics (Thanks Malmal for reporting!) Fixed some cities with high crime levels getting stuck and going to zero (Thanks to Nebish and Andromeda for reporting!) Fixed some situations where the taxation revenue would become negative - although I'm not sure I covered all of the cases (Thanks to Lunafox for reporting!) Fixed buildings not hiding anymore in certain situations, making it difficult to bulldoze (Thanks to Kylefiredemon for reporting!) BONUS: We are running a weekly challenge this week on the Discord! Join it here: https://discord.com/invite/YNNZA2u
Hey cyberpunk builders! I just released a small patch update to address some of the issues of the last update, in particular: It was very difficult to bulldoze buildings behind buildings, fixed! Tall buildings would not hide anymore when you were trying to build behind them, fixed! The 'hide all' mode was bugged, making it difficult to bulldoze when active - fixed! Some big cities would get stuck, reset everything to zero, and plummet their population and buildings to zero. I hope I fixed it - if not, I now should have enough logs to fix it soon I also wanted to take a moment to take the community, you all have been amazingly supportive and kind! Thank you
With Missions (released 2 hours ago), I introduced a nasty bug. If you had issues loading your game or if your city was going crashing to everything zero, update and it will be solved. Uops!
New update released! One big new thing: Missions! - Missions: 3 unique missions to bring your city to the next level. Missions will make you gain a lot of money but they are hard to accomplish. You can find them in the Missions Tab! - Move around with the mouse! Right-click and drag to move around - Better hide tall buildings mode: Now the buildings will look as if they were level 0, giving you a better view of your city when activated Fixes: - Some events would trigger only if you loaded a savegame and not during the game. Fixed! Expect a lot more building squatting - Building when zoomed out was very imprecise and painful. Now it's very precise and nice! - Volume was jumping up on loading or new cities, fixed - Big cities were going down to zero and then back up in certain situations, (hopefully) fixed
Bunch of bug fixes in this small patch:
Woha I did not anticipate the players to create such huge and peculiar cities! This fast fix is to allow players who build huge horizontal cities with a lot of water networks to keep playing normally
A bunch of small features:
It used to be that city-wide low levels of Androids or Public Augmentations would trigger a downgrade for some buildings. Watching streamers and listening to players in the Discord community, I noticed that this mechanic was very confused. So I removed it. Now buildings will not downgrade based on the total amount of available androids or public augmentation in the whole city. But there's a catch! Without a positive overall value for the whole city, new buildings will not be built
After months of work, we are proud to announce that we will launch in early access next week, on February 25th! We also created a new official trailer, check it out [previewyoutube=3s1fkspmSyM;full][/previewyoutube] The Early Access will sport a lot of unique cyberpunk city-building challenges, such as:
A very busy December and January for Skid Cities! I'm getting ready to release the game in late February. The release will of course be in Early Access. In the last two months the progress has been amazing, check out these updated screenshots:
We are working on a new, improved trailer that should be ready sometime next week. I've also started to add the first Steam achievements. The game will release with at least 6 different Steam achievements, although I may be able to add more of them before February the 25th.
Stay tuned for the upcoming trailer!
November has been so busy that I'm getting to write an update blog post only now. I've added a bunch of new stuff to the game: wasteland, a new UI, and a new dystopia mechanic. Let's take a look! I also created a devblog video with this update: [previewyoutube=2EsIbvExKrA;full][/previewyoutube]
Woha this has been a very busy month! I added a lot of new buildings and effects. Let's check them out!
Finally, I started to post this Devlog on Steam! Before I tell you a little bit about the amazing progress, check out this early gameplay video: [previewyoutube=hlIICSZgUgs;full][/previewyoutube] Admittedly, it's very early from a graphics point of view. In the last two weeks since this video:
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