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Big performance update + Mac fix

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!

[h2]📈 Performance boost[/h2]
This is huge. In order to improve the frame rate of huge cities, I had to rewrite all of the inner workings of how the buildings of your city are spawned for each level of your city. As you probably already know, Skid Cities allows you to build your city on multiple levels: in the skies, on the ground, and in the depths of the earth. You can go almost infinite with the number of levels! And people have done it of course.

It's easy to say in retrospect but levels are oh-so hard to keep in check in terms of performance. Before this release, I was using Unity's built-in hierarchy and tree to keep track of them. But it turned out, Unity would use up to 40% of your resources just to do that! Ouch. So I rewrote the whole level system, and now it's all custom written by me in C#, no Unity involved.

Bottom line: You should see a 40% improvement in performance with this update, on Windows, Linux, and Mac. Talking about Mac...

[h2]🩹 Mac (Apple Silicon) fix[/h2]
A lot of Mac users started reporting seeing the screen "Can't find your Steam account" after launching the game, even if Steam was open. This bug prevented Mac users from enjoying the game. Ouch! That is now fixed. Thanks to all of the folks in the Discord community for bringing this up and for their patience. As a solo developer, seeing the love and care from the community means the world to me.

[h2]🚀 What now?[/h2]
Now that this huge performance update is out of the way, I'm excited to go back to adding new things to the game. I want to focus on balancing events and crime, as well as adding new missions and organizations. If you are curious and want to see some previews before I release them, join our Discord here!

ps. I've released this last update in 3 or 4 patches, so you may have seen a bunch of small updates in the last 3 weeks. This is because this update was so complicated that I had to release it gradually to make sure that I was not breaking stuff.