Name | Skid Cities | ||
Developer | Vittorio Banfi | ||
Publisher | Vittorio Banfi | ||
Tags | |||
Release | Feb 2021 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store | |||
Public Linux depots | Skid Cities Linux Depot [10.48 G] |
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! |
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! |
Hey cyberpunnkers! A quick bug fixing and adjustment update this week: |
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! |
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? |
Another part of the complete art overhaul also involves the re-creation of the advertising and propaganda screen videos. |
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!
I plan to keep adding territories in order to cover the whole world before the full release. [h2]New cars[/h2] Right now, there are only two car models traveling in your city: The ones operated by poor citizens - community vans - and rich, faster, green cars. I've always meant to add variety and multiple models, but I never got the time to actually model and texture them. Since now I have a defined color palette that I can use, I felt like it was a good moment to crazy and model a bunch of futuristic cars. I started with the wealthy ones: And then moved on to the ones used by your poor citizens: These cars are low-poly style and they use the color palette as their texture. The idea behind this choice is to keep them blazing fast in terms of performance so that it's possible to have thousands of them flying across your city. I can't wait to add them to the game and see what you think! This is it for this update! Thank you for reading and for supporting this game - it really means the world to me. Thanks! --- Skid Cities is a cyberpunk builder created and developed by me, Vittorio Banfi. I'm a solo developer that is having a lot of fun. If you have any questions, feel free to reach out at https://wiki.skidcities.com/ |
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. |
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! |
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! |
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! |
Hey all! A small but mighty bug fixing and performance release: |
A small update with some adjustments to the new terrain feature: |
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. |
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! |
An update to the cyberpunk system! |
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. |
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 |
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 |
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! |
Hi there! Sneaking a quick patch in before a longer cycle |
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, |
.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. |
A nice Sunday update, with Quality of life improvements and bugfixes. |
Hi all! Friday update with a bunch of new things, plus, the first winner of our weekly challenge! |
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. |
Small lunchtime patch! |
Hi all! Quick update tonight, addressing mainly bugs and small adjustments |
Hi all! Evening update, with some new features, surprises, and of course bugfixes! |
Hey cyberpunk builders! I just released a small patch update to address some of the issues of the last update, in particular: |
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! |
Bunch of bug fixes in this small patch:
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That's it :) |
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:
Bugfixes:
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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
Wishlist Skid Cities now, and in a week you will be building an amazing cyberpunk city! |
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: |
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! |
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:
I'm now working on an exciting game trailer that I will share hopefully in 3 weeks. Some more gameplay screenshots after the improvements above: Also in September, I modeled some very cool buildings. Take a look: I hope that you are excited about the progress. I will now post every month or more to keep you in the loop. I will also open an official Discord soon! |