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Skid Cities News

Under the hood patch + new building!

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.
I'm also working on a bigger release that will introduce a lot of new mechanics, but it will take a week or so.

Plus:
🆕 New building! The secret service black site is in
🆕 Adjusted the demand dynamics to be more forgiving at the start of the game
🩹 Fixed bug that was causing the building information panel to display weird labels when a building was downgrading due to low desirability
🩹 Fixed a bug that was causing the right-click-drag player movement to be wonky if the camera was rotated

Small patch: New vehicles, demand fix, and more

Small lunchtime patch!

🆕 2 new vehicle types will roam your city! Rich, fast cars, and toxic waste containers
🆕 Now the demand is influenced by your taxation level. Increase taxes to decrease demand, decrease taxes to stimulate demand!
🩹 Better event system. Now events will be more sporadic and random
🩹 Fixed demand bugs that would skyrocket or plummet your demand for residential and factories
🩹 Fixed corporate unemployment not being calculated
🩹 Fixed graph labels not being aligned properly
🩹 Fixed drone mode making the game unusable after 5 minutes
🩹 Faster loading time on new game

Small patch: Dissidents fixed, taxation fix, better tutorial

Hi all! Quick update tonight, addressing mainly bugs and small adjustments
🩹 Fixed the crazy taxation bug that would shoot your taxes to infinity. It was fun until it lasted!
🩹 Fixed the crazy dissident bug that would destroy your city with incessant attacks. It was not fun until it lasted!
🌞Adjusted night and daylights and saturation. I hope you like it, let me know what you think!
👨‍🏫 Updated the initial tutorial to clarify the underground road building

Update: Utopia/dystopia system, roads over sewers, and more

Hi all! Evening update, with some new features, surprises, and of course bugfixes!

Features:
🚧 Sewer and roads: You can now build sewers on top of roads and vice-versa. A very requested feature! Just drag your road on top of your sewer, or a sewer on top of your road. Both will work out.

📹 Utopia / Dystopia system: Depending on how you build your city, it will become utopian or dystopian. No building is inherently utopian or dystopian - it's about how you arrange them in your city This its first incarnation of course and I will work on this more. This also comes with 2 new missions!

🧨 Dissident events: a new string of events will rock your city if the dissidents will roam unchecked. Good or bad, you decide

Fixes:
🩹 Fixed bulldozing things you were not supposed to, like illegal clinics (Thanks Malmal for reporting!)
🩹 Fixed some cities with high crime levels getting stuck and going to zero (Thanks to Nebish and Andromeda for reporting!)
🩹Fixed some situations where the taxation revenue would become negative - although I'm not sure I covered all of the cases (Thanks to Lunafox for reporting!)
🩹 Fixed buildings not hiding anymore in certain situations, making it difficult to bulldoze (Thanks to Kylefiredemon for reporting!)

BONUS: We are running a weekly challenge this week on the Discord! Join it here:
https://discord.com/invite/YNNZA2u

🩹Small patch update: Bulldozing fix, bit cities (potential) fix

Hey cyberpunk builders! I just released a small patch update to address some of the issues of the last update, in particular:
🩹It was very difficult to bulldoze buildings behind buildings, fixed!
🩹 Tall buildings would not hide anymore when you were trying to build behind them, fixed!
🩹 The 'hide all' mode was bugged, making it difficult to bulldoze when active - fixed!
🩹 Some big cities would get stuck, reset everything to zero, and plummet their population and buildings to zero. I hope I fixed it - if not, I now should have enough logs to fix it soon

I also wanted to take a moment to take the community, you all have been amazingly supportive and kind! Thank you