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Skid Cities News

A Tuesday, breaking update

Hi cyber builders! I'm releasing an update that will break your previous saves. Sorry about that. But it lays the foundation to make the game faster and more performing, which is important. Also, a lot of bug fixes and a new loading screen,

⏩ Performance: Big cities will update (e.g. build new things) way faster
🩹 Fixed: The Yakuza going rampant with no way to stop it
🩹Fixed: Some cities not loading after save
🩹 Fixed: Corporate offices never reaching level 4
🆕 New: Loading screen with random, historical news from the past
💡Better lighting in the Federal Trade Authority and the Island of California

Laws, Interpol, and more

0.75 brings a lot of new things: Pass laws to keep your city in check. Build Interpol Money Trackers and bunker courthouses, and more.

[h2]⚖️ Pass laws in your city[/h2]

You can now approve crazy cyberpunk laws in your city: Legalize any type of crime, allow opposition parties, allow rogue androids to roam free. Every law will solve a security problem, but it will also cause another one. So choose them carefully!

[h2]📛 Interpol Security Buildings[/h2]

It used to be that your secret service would curb the organized crime families in your city. But we recently discovered that the secret service was actually working with the organized crime all along! That can't continue. You can now build Interpol security buildings in your city to curb organized crime activities. Automated dark money trackers and bunker courthouses will be available.
The secret service will continue to do its job in policing dissidents, as they are pretty good at that.

[h2]🎹 New music by ReKreator![/h2]

The game now sports 3 new tracks by ReKreator, an amazing composing duo from Northern Europe that I have been working with. I also added some logic so you will hear some dramatic music when stuff happens. Give it a listen, it's amazing. I will be interviewing ReKreator on our Youtube channel this week if you are interested

[h2]↕️ Gameplay change[/h2]
Now every security building that you place in your city will also cause a side effect. For example, surveillance drones will curb common theft and criminals, but they will also cause unrest in your city. I wonder why, as having drones police you every day is such a great thing!

[h2]Other things[/h2]
Those are the big things. Plus of course a bunch of smaller things:
- Fixed a bug that made the bounty hunters building very ineffective
- Improved the UI of the city news panel
- Improved the time it takes for big cities to update
- Added a time indicator to make it clear when the time is passing

Small Tuesday path

Hi all! A small Tuesday patch with some fixes and tweaks while I work on the bigger feature.

🆕 New setting: Disable cars. Once you changed this setting, you need to wait a bit or load a city again to see its effect
🆕 New setting: Disable autosave
✔️ Enabled utopia/dystopia calculation again
🩹 Fixed Organizations (like Yakuza) bringing taxation to negative levels, destroying the economy of a city
⏳ Faster updates for bigger cities: It should take less time to see a bigger city update, build new buildings, etc
⏳ Optimized screen advertising shader: The FPS should not drop now when a lot of buildings with animated advertising are displayed (Thanks to Peri for the heads up!)
🩹 Fixed some city saves not loading (Thanks to Killer3000 and Malmal for the heads up!)
🩹 Fixed: Hide tall building was not working with newly built tower bases (Thanks to Peri for the heads up!)
🩹 Fixed taxes panel not updating (Thanks to Malmal for the heads up!)
🩹 Fixed radius indicator not hiding when hovering on other UI elements

QOL and bugfixes Sunday patch

A nice Sunday update, with Quality of life improvements and bugfixes.

Quality of life improvements:
📈 Added RFC panel to keep an eye on the demand easily
🏙️ The tower base will get partially hidden when you use the 'hide tall building' button
🚊 Clarified the utopia/dystopia advisor panel
🐀 Moved the organizations into a new "Laws and Organizations" panel

🩹 Fixed a problem with the demand that would stall your city
🩹 Fixed a bug with bonuses not getting applied
🩹 Fixed a bug that caused the cars not to move

The Winner of our first challenge, new features, performance improvements and mo

Hi all! Friday update with a bunch of new things, plus, the first winner of our weekly challenge!

Our first weekly challenge - the Theta Saga - was won by:
🏆Malmal!
Who managed to reach level 124 for the Theta Corporation in his city, crushing everyone! Malmal gains the Cyber Mayor role in our Discord, plus an in-game building entitled to him! (I'm not gonna reveal which building, but you may find it in-game!)
We will run the weekly challenge again next week on our Discord, join it here: https://discord.com/invite/YNNZA2u

Also, a beefy update:
🚰 Better, faster building water pipes in the underground level. You will now see the ghosts of the buildings on the upper level, and you will be able to place your sewers faster and more precisely. I did this change because placing the water pipes was not fun as the layers were too in the way and too slow - now it's super fast and looking a lot better!

🧬Not only that: You can use the same technology to see the buildings on the upper level or on the level below. Look for the cloud icons on the bottom left corner, next to the 'Hide tall buildings' icon!

📈 Bonuses and maluses display: I added a small label next to every metric that you see - unrest, dissidents, taxation, and so on. It will show the bonuses or maluses that you have created in your city. By clicking on it, you can see what factors are contributing to it. For example, if you are building in the Island of California and Bonfire joins your city, your dissidents will get +50%. By clicking on it, you will see that 20% is due to California and 30% is due to Bonfire.

⚖️Gameplay adjustments! I inverted the radiuses of the android distribution centers and of the public augmentations. Now the cheaper buildings will have a big radius, and the more expensive ones a smaller radius. I expect this change to bring the growth of more interesting cities, plus it's not forcing you to build a lot of structures just to get your buildings to level 2.

⚖️Gameplay adjustment 2! Now the factories will require a lot more workers than before. So in order to keep your factories running and building, you will need a substantial amount of poor residential buildings.

And clearly a bunch of performance improvements:
⏩ Made layer loading faster: Now the layers will load only the portion of the city that you are looking at, instead of the whole city. Very noticeable on big cities
⏩ Sped up loading time a bit for new cities
⏩ Sped up loading time for the UI to show taxation levels, budgets, population, and so on
⏩ Small but good improvements on FPS for bigger cities
⏩ Reduced occasional stutter on bigger cities
⏩ Made default zoom and camera movement faster

And of course bugfixes:
🩹Fixed the cars slowing your city down, at least a bit
🩹 Fixed tooltips crashing or not showing up after pause
🩹Fixed drone mode exiting without reason with error
🩹 Fixed the Bounty Payment Office looking strange when not zoomed in