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Skid Cities News

Small gameplay tweaks, bug fixes, and performance improvements

[p]Hey Cyberpunkers! I’ve just pushed a small patch focused on fixing some annoying issues, tightening a few gameplay mechanics, and improving performance in large cities. Nothing flashy — just making things work better and more consistently.[/p][p]Here’s what’s in:[/p][p]🛠 Bug fixes[/p]
  • [p]Fixed an issue where the last tutorial step for wealthy buildings was showing an empty message (please report if it still acts weird).[/p]
  • [p]WASD controls are working again (yes, that one was painful 😅).[/p]
  • [p]Fixed the “View” button in news not bringing you to the correct map location.[/p]
  • [p]Fixed an issue where some level 4 buildings couldn’t be built on top of, even though they should have allowed it.[/p]
[p]🎮 Gameplay tweaks & balance[/p]
  • [p]Airports now correctly decrease desirability for wealthy residentials and offices.[/p]
  • [p]Pantheology buildings no longer require road access — they’re meant to emerge in slums, after all.[/p]
  • [p]Tweaked the influence of Neuraltink and Wajima to prevent infinite positive feedback loops (still keeping an eye on this one).[/p]
  • [p]Level 3 vertical layers now provide a desirability boost to FR, RR, and CR (with coefficients — feedback welcome).[/p]
  • [p]Unrest events now unlock much later in progression.[/p]
  • [p]Organized crime will also arrive significantly later, giving you more time to stabilize your city.[/p]
[p]⚡ Performance[/p]
  • [p]Optimized loading times for large cities, especially those with lots of water and mountainous terrain. You should notice faster loads on heavy saves.[/p]
[p]That’s it for this one. As always, thanks for playing, testing, and reporting issues — it genuinely helps shape the game. More updates coming soon 🚧🏙️[/p]

Developer live stream!

[p]This is an experiment so let me know what you think about this![/p]

Developer live stream!

[p]This is an experiment so let me know what you think about this![/p]

Bug fixes, art improvements, and gameplay tweaks

[p]Hey Cyberpunkers!
This update is mostly about polish, fixes, and a bit of cleanup across the game. Nothing flashy, but a lot of small things that should make the experience smoother and more consistent—especially in larger cities.[/p][p]Let’s get into it.[/p][p][/p][hr][/hr][h3]🩹 Bug fixes[/h3]
  • [p]Loading screens on non-16:9 monitors
    On non-16:9 aspect ratios, loading screens could partially reveal the scene behind them.
    This is now fixed by properly letterboxing the view with black bars.[/p]
  • [p]City ambient sounds[/p][p]City construction sounds have been reworked: Volume was too loud; sounds triggered too early while still zoomed far above the city; sounds didn’t fade out correctly when zooming away. All of this has now been fixed.[/p]
  • [p]Large city update bug
    Some cities stopped updating after reaching a certain size due to a bug that could also cause crashes.
    Fixed.[/p]
  • [p]Mac Soynald news images
    News related to Mac Soynald could sometimes appear without an image or with a black image.
    Fixed.[/p]
[hr][/hr][h3]🎨 Art[/h3]
  • [p]Sewers / water pipes
    The sewer (water pipe) models were looking off and didn’t hold up visually.
    They’ve been completely remodeled and re-textured from scratch.[/p]
  • [p]Mac Soynald buildings
    Mac Soynald building models have been re-textured for better consistency and readability.[/p]
  • [p]Daylight adjusted[/p][p]The daylight was too bright, i've toned it a down a bit and made it a little warmer[/p]
[hr][/hr][h3]⚖️ Gameplay tweaks[/h3]
  • [p]Mac Soynald placement behavior
    When entering a city, Mac Soynald tended to place all buildings very close to each other.
    This behavior has been adjusted—it should now feel more natural.[/p]
  • [p]Crime event thresholds
    Increased the crime level required to trigger common crime events.
    Previously, these events tended to overlap too closely with unrest-related ones, which didn’t feel right.[/p]
  • [p]Wealthy residents tutorial[/p][p]Improved the wealthy residents tutorial with additional steps to prevent getting blocked by low desiderability[/p]
[hr][/hr][h3]🌍 Localization[/h3]
  • [p]Fixed missing translations for Pantheology-related events and descriptions.[/p]
  • [p]Fixed a missing translation for the [c]Autosaving[/c] label.[/p]
  • [p]Fixed missing translations for continent names in the geography selection screen when creating a new city.[/p]
  • [p]Fixed a lot of text instances that were appearing cut off if the translated text was too long[/p]
[p][/p][p]As always, thanks for playing Skid Cities and for repoting feedback on our Discord —it genuinely helps a lot.[/p][p]More is coming.[/p]

Full localisation, major performance boost, a new organization, and more

[p]Hey Cyberpunkers!
It’s been a while since the last update, so this one is a big one. Some personal stuff slowed things down for a bit, but Skid Cities is very much alive — and I’m fully committed to bringing it out of Early Access (targeting 2027, or maybe even 2026 👀).[/p][p]Let’s dive in.[/p][p]🌍 Full localisation – 30 languages! Skid Cities is now fully translated into all 30 languages supported by Steam. This includes:[/p]
  • [p]UI and in-game text[/p]
  • [p]Voiceovers[/p]
  • [p]Achievements[/p]
[p]This was a massive effort, but I really wanted Skid Cities to feel native no matter where you play it from.[/p][p]⚡ Major performance optimizations
I spent a lot of time profiling and optimizing the game:[/p]
  • [p]Reworked several shaders to be significantly faster[/p]
  • [p]Improved loading times[/p]
  • [p]Reduced GPU cost in heavy scenes[/p]
[p]You should notice a clear performance improvement, especially in large cities with lots of water surfaces and screens.[/p][p]🆕 New content: Pantheology enters the city
A new organization just dropped: Pantheology.
Pantheology is a global syncretic religion that thrives where despair grows. It may enlighten your poorest and most desperate citizens… or something else entirely.[/p][p]Build slums. Watch closely. Things will happen.[/p][p]📊 Progression enhancements
Progression got a solid rework:[/p]
  • [p]From level 2 onwards, buildings now require specific supporting structures to advance[/p]
  • [p]If a building isn’t upgrading, simply right-click it to see exactly what you’re missing[/p]
[p]This makes progression clearer, more intentional, and (in my opinion) much more satisfying.[/p][p]❤️ About the future
I know updates were slower recently — thanks for your patience. The project is not dead, not abandoned, and not on life support. I’m all in, and I’m excited about what’s coming next.[/p][p]As always, thank you for playing Skid Cities and for sticking around. More is on the way.[/p]