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Skid Cities News

Quick typo update

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!

The fast food update

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!

[h2]KoKola[/h2]

The KoKola Company is the biggest manufacturer of carbonated drinks in the world. Its secret receipe has been the subject of debate, but it has been proven not to be have addictive capabilities (drink responsibly). KoKola may open flagship stores in your city if your poor population is big enough to warrant enough demand for its (amazing) carbonated drinks. Once established in your city, KoKola flagship stores will stimulate even more demand for low-income commercial activities and shops.

[h2]McSoynald's[/h2]

The McSoynald's corporation is the world leader in soy-based meat replacements. Its factories span all over the globe, and its soy-based patties and lab-grown chicken tenders are widely accepted as the most popular options for not-wealthy citizens in every trade authority. The McSoynald's corp. real advantage is its manufacturing process. You can attract McSoynald's by providing enough low-income workforce, and enough space for factories to grow. Once McSoynald's steps in, your low-income citizens will receive a huge wage boost, bringing in even more manifacturing capabilities to your city.

[h2]Also included in this update[/h2]
🩹Fixed a bug where some cities that had canals intersecting with roads were not loading after save
📈 City sounds should be easier to hear and slightly more prominent

This update brings me one step closer to completing the full vision of what Skid Cities will be. I hope to be able to complete the game before the end of the year. I hope you will enjoy this update! If you like the game, please leave a review on Steam.

Loading bugfixes and better sunsets

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)

New art, bugfixes 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!

[h2]Art[/h2]
🎨 I've added more than 50 new variations for wealthy structures. You will now see a greater variety of wealthy residential, corporate offices, and rich commercial areas. I had a lot of fun creating these - I created more than 20+ new companies, logos, and advertisements that will populate your cities.
To give you a sense, this is my city in the East America Trade Authority before the update:

This is after it:

It may be subtle, but with this latest update, it's much harder to see the same buildings over and over!


[h2]Improvements and bugfixes[/h2]
I've added some Quality of Life adjustments that were requested by the Discord community, in particular:
📈 Right-clicking anywhere will now unselect the building choice
📈 Zooming in will slow down as you get closer to the city, allowing for a more refined zooming and admiration runs
📈 The sunset light of tropical cities (Low Lands of Great Florida for example) is improved, now less crude and more pleasant

🩹The "Continue" button did not work properly for cities created in the real world. Fixed! Thanks to Legdig and Willy from our Discord community for bringing this to my attention

🚄Performance improvements.
I identified a performance bottleneck in the way that cars were animated and squished it. It will make the game run a lot smoother if you have the option to have cars visible (it is on by default). I'm excited about this improvement because it will allow me to add even more types of cars and vehicles to the game!
I've also optimized more than 20 building models to have them run faster. So if your city slowed down after your corporate offices reached level 4, no more!

New buildings for the poor, bugfixes and more

Hi cyberpunkers! A quick update while I prepare a bigger one.

[h2]A bunch of new art[/h2]
I've been exploring the thousands of cities that you all created in our persistent, global Skid Cities world. And I wanted to add more variety to them. So I went ahead and spent a bunch of time creating a lot of new variations of the residential buildings, as well as the factories and the commercial areas. This update involves only the poor areas. I'm working on doing another update dedicated to the wealthy part of your city soon.
This new update brings the total amount of models in Skid Cities to over 300 - all modeled and painted by me! To enjoy it just update your game and load your existing city or load a new one.
To give a sense, this is the same city before:

And after:

I hope that you will like and explore the new structures, as well as the new, cyberpunk companies that will populate your poor commercial zoning.

[h2]Event end bugfix[/h2]
Thanks to the bug reporting of some players (Caesar, Willy, and others, you the MVP) I realized that the portion of the code that removed the squatters and the criminal buildings was bugged! Sorry to all of the players who were frustrated by the dissidents and terrorists not leaving the city. They will now! Just load up your city

Improvements
📈 Better lighting during the evening for cities built in desertic areas (like the Island of California)
📈 More video advertising on buildings
📈 More buildings have dedicated, unique names
📈 The UI now follows the new color scheme, including the RCI bars and the building ghosts when underground

Bugfixes
🩹Cars would not respawn properly if the player destroys the building they originated from. Fixed!
🩹The building info panel would sometimes not show up. Fixed!