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Skid Cities News

Small Patch 0.7

A bunch of small features:
  • Autosave every 5 minutes
  • Quicksave: Just press F5
  • Removed the mechanic that required global city levels of androids and public aug to keep your buildings upgraded, as their sudden downgrade was confusing users
  • Added a button to hide all of the tall building for easier building
  • If a building cannot advance due to low desirability, the label will say that when you right-click on the building
  • Added indicators around the downwards road to clarify that you can connect roads to it

Bugfixes:
  • Fixed layers not updating when changing level
  • Fixed graphs looking all the way to the right
  • Fixed the fact that the label 'Outside of city boundaries' was being shown at the wrong time
  • Small performance improvement (more on that in the next release)

Quick Gameplay Changes

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

Early Access from next week!

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][/previewyoutube]
The Early Access will sport a lot of unique cyberpunk city-building challenges, such as:
  • Deal with rebel androids!
  • Build your city on top of your city
  • Build an underground city
  • Pick one out of 5 different, future countries to build your city in
  • Deal with unrest and dissidents
  • Attract or deny powerful corporations

Wishlist Skid Cities now, and in a week you will be building an amazing cyberpunk city!

January Devblog

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 devblog

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][/previewyoutube]

[h2]Wasteland[/h2]
Your factories will produce toxic waste, and you can store it in the wasteland. I made it so you can expand it indefinitely, and I also added some cargo ships that will bring the waste from your factories to the wasteland:

You don't need wastelands at first, but if you want your factories to prosper, you will somehow need to decrease the toxic waste lying around. Either by scattering around your factories or by building wastelands.

[h2]New UI [/h2]
I wasn't satisfied with the yellowish UI that I had, so I changed its main colors a bit:

Now it looks a look better. The UI is a big part of the game, so I expect to keep iterating on it.

[h2]Dystopia/Utopia mechanics[/h2]
Based on how you structure your city, parts of it will be considered utopian or dystopian. They are both valid options with different outcomes and influences. You can decide and structure your city how you want. For example, building sewers near residential areas will increase the dystopian score of these buildings.


What do you think? Leave a comment with your ideas and what you would like to see in game!