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Citystate Metropolis - Q1 2026

[p]I’m very excited to announce that the Steam page for Citystate Metropolis is now up! Curved roads, procedural buildings, grid-less zoning and true traffic simulation are on the menu. Check out the trailer!
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The rest of this post is a deeper dive into the game's development and the decisions I made along the way. If you're not interested in the technical side, feel free to go straight to the store page!
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This has been a long and difficult road. Unlike most other types of games you can’t really have a good trailer or screenshots until most of the game is done. It’s not like I can design one level, get a basic character controller, use some pre-made assets, and get it running. The core tech had to be built from scratch. The road construction tool (spline-based), the zoning tool (also spline-based), traffic and pathfinding, the hundreds of home-made assets; everything has to be in an advanced state of development before it all starts to work together. I had hopes more systems from Citystate 2 would carry over but in the end only the camera script has been reused (partially). Oh, and the sound effects, Metropolis still uses most of CS2 audio clips right now. The soundtrack, of course, is all new, and I do love it![/p][p]It would have been easier, and frankly more sane, to just continue updating CS2 or reuse most of its tech. But that would have made curved roads impossible. Once you change the road system everything needs to change: the buildings, the terrain, traffic, everything is dependent on how the roads work. And this isn't just about curved roads. Even if I had kept the grid, just introducing more realistic, non-blocky terrain would have required a complete overhaul (in CS2 buildings can only be placed on perfectly flat land because the data is fundamentally based on a rigid grid).[/p][p][/p][p]So we are starting from a clean slate again and this time around we’re in for the long haul! Everything is planned and designed to be expanded upon. Instead of stacking up as many features as possible for launch, with Metropolis, I focused on the basics first. I’m making sure the core construction tools meet today’s standards and expectations. These foundations is where I wanted to innovate, where I wanted to take some risks. I do not want any of the core systems to become a limitation in the future. I’ll think of airports and garbage collection later on. I’ve learned that the hardest part in making a city builder is not the gameplay loop, it’s not the simulation systems, it’s not even the optimizations or the graphics! It’s the god-damned tools! And believe me, splines make everything more complicated. It’s no wonder there are so few modern city building games in the market. It’s no wonder it took a team with a decade of experience with splines to dethrone SimCity. But anyway, I digress.[/p][p][/p][p]Citystate Metropolis is launching in Early Access next year. I expect the Early Access period to last for a year, two years max. During this time I'll focus on two main things. First, improving what you guys give the most feedback on (usually UX and quality-of-life features). Second, adding the bigger missing pieces: trains, tunnels, and other planned features I’ll likely have to cut to make the initial release. I really want to have a demo out before the end of this year as well, not really for marketing actually but to gather feedback and get a better idea of players’ expectations.[/p][p]My hope is that Metropolis will bring something new to the genre and introduce Citystate’s more pragmatic take on city planning and economy to a broader audience.[/p][p]I’m grateful for the chance you all have given me - by purchasing, playing and sharing my games - to work on something I love. Thank you and I hope you’ll follow me once again on this new adventure. [/p][p][/p]

Patch 1.4.3b

Quick patch, primarily to fix the population freezing at 1.

  • When hitting 150k population most systems would stop to work. It was impossible to unlock the new school building. [reported by YRMP]
  • Fixed zoning cubes turning red even when construction is possible in the area.
  • Disabled UI button selection with WASD.
  • Improved visibility of the pollution heatmap.
  • Doubled the maximum limit of pollution possible on a given tile.
  • Pollution propagation distance decreased by 20%.

Update 1.4.3 - Large school, Large hospital, New skyscrapers

[h2]NEW[/h2]
  • Added a large hospital with a capacity of 800. (2.5x the default stage 2 hospital). Unlocks with 200,000 city population and 95 health score.
  • Added a large elementary school with a capacity of 5,400. (3x the stage 4 school). Unlocks with 150,000 city population.
  • Added stage 6 retail buildings. Require 1,800 points of retail demand to develop. Pre-update retail buildings must be manually rezoned (destruction not necessary) to force the new max stage to be set.


[h2]CHANGES & BUG FIXES[/h2]
  • Roads were not connecting automatically with existing adjacent tiles.
  • Redesigned ground/underground rail connector. Rails should now visually connect properly.
  • Enhance zoning tool accessibility.
  • In some cases tooltips were not staying on screen for more than a few seconds and so could not be read.
  • Improved shadows at far distances.
  • Increased visible amount of cars, trains and pedestrians.
  • The speed at which the amount of printed money decreases is now displayed in the budget window. Added tooltip.
  • The speed at which the amount of printed money decreases is now based on the inflation rate and the cash flow (increments of 15% of the current cash flow when the inflation is near zero). Printed money only decreases if the cash flow is superior to +$10. [requested by MotionMan51 and Romulo]
  • Increased by 50% the effect of printed money on the exchange rate.
  • Fasten speed at which piled up trash is collected.
  • If not unpaused after loading a city the balance cash flow was incorrect.
  • Updated tips on loading screens.
  • Changed the first two texts of the tutorial to give a little more background about the game.
  • Changed some news title for more accurate and useful information and added new lines for when there's nothing to report.
  • News submenu scrolling was painfully slow.
  • Scrolling in any UI elements no longer affects the camera.
  • Sped up keyboard zoom.
  • Closed ports and airports were still counted for the total trade capacity.
  • Changed the number and type of jobs created in arcologies. Now for every 100 occupants: 3 retail jobs, 6 office jobs and 14 high tech jobs. Census tool was displaying incorrect number of jobs. [reported by Omnius]
  • Decreased the number of office jobs induced by each advanced manufacturing job by 6%.
  • Slum dwellers now create retail demand too.
  • Increased pollution emitted by coal power plants and incinerators.
  • The balance red warning icon was displayed too late and inconsistently.
  • Facilitated placement of wind turbines (tool now shows 6x6 borders).
  • Graph for GDP was getting inverted for very high values, now clamped at 2 billion (visual only). [reported by Romulo]
  • Calendar year now starts at 1 instead of 2021 (for new cities).


[h2]WHAT'S NEXT[/h2]

11 major updates with new content and 17 smaller patches have been released since the game's launch in September 2021.
I've been monitoring feedback, reviews, refund requests and sales number very closely in the last months so as to take a decision regarding the future of Citystate II. Now I've got one good news and one bad news.
The bad news first. Despite the updates and some marketing efforts, sales and feedback have not improved much. Continuing to work on Citystate II is therefore becoming a little riskier on the long term. The most common requests such as mod support and curved roads cannot be added to Citystate II without having to remake half of the game. I also realized that the complexity of the game itself and
the lack of sandbox features makes it really difficult for it to reach a broader audience.
But here's the good news. Citystate II has sold enough copies since launch that I can confidently invest the next couple of years at least into the development of a new game.

Development of a third Citystate has in fact already begun. To help me figure out some of the core game design choices and if you want to know more about my plans go ahead and fill out this short survey.

Minor updates to Citystate II should still be expected so if you encounter any bug please let me know!

Patch 1.4.2b

[h2]Bug fixes[/h2]

  • Very large cities were running at low FPS. Fixed an issue with the pathfinding methods of service and emergency vehicles and decreased their spawning rate.
  • Floating building: When a public housing was abandoned (happens if the low class demand is negative) the building position was not being saved correctly and could be seen floating in the center of the map. This does not fix the buildings that were already floating before the update, for that you need to manually bulldoze the area they were occupying.
  • Day time mode is now saved.
  • Some tutorial steps had no text [reported by yipei]
  • Improved cities name readability in the Nation view [requested by Elia1799]
  • Stadium and Pool could not be unlocked if most of the middle class was living in arcologies [reported by yipei]
  • Increased max zoom out distance, decreased fog density. [requested by Romulo]
  • Various changes to the textures of windows. Improved reflections.
  • Solar farms were lighting up like windows at night.


[h2]What's next[/h2]

Another update is on my roadmap and should come out within 3 to 4 weeks. Larger schools, larger hospitals and retail level 6 are on the menu.

Update 1.4.2 - Waste Management & German Localization

[h2]NEW[/h2]
  • Added Waste Management.
    Garbage disposal facilities become required above 7,500 population.
    3 options: A landfill (cheap but very low capacity), an incinerator (heavy pollution, high capacity) and an eco-incinerator (low pollution, expensive, very high capacity) which unlocks with 50,000 jobs in advanced manufacturing.
    When waste treatment capacity is exceeded, trash will start to pile up on public roads which will decrease the land value and the environment score.



  • Added school bus, garbage truck and police car. All special vehicles can now be seen roaming the city and are parked in front of their respective buildings.



  • Added German localization (Provided by Greetings Rony).


[h2]CHANGES AND FIXES[/h2]
  • We can now build multiple service buildings (schools, solar farms, …) at once without having to reselect the tool [requested by Rumi]
  • The amount of underground resource is now displayed when building a mine even without road connection [requested by Rumi]
  • Retail buildings can no longer be automatically converted to offices, making stage 6 offices easier to get.
  • Increased the positive land value effect of office and retail buildings.
  • Slightly increased tax collected from mixed used buildings.
  • Decreased demand for office (-5%) and decreased jobs created by the upper class (-2%).
  • Population in arcology was not counted in one of the middle class economy algorithm. This will probably affect retail demand if you have lots of arcologies. [reported by Rybodhi and Omnius]
  • Population in arcology was not counted in the lower UI panel $$ total Population and for the middle class graph. [reported by Romulo]
  • Added a 'Do Not Quit The Game' text on the loading screen when something is being written to the disk.
  • Ploppable buildings could still be placed even if the terrain was too steep [reported by Romulo]
  • Tooltip for "terrain too steep" was not being displayed for large buildings.
  • Changed all parks icons.
  • Corrected security score tooltip warning.
  • We can no longer create RCI lots under water.
  • Graphs: replaced pop growth with traffic, replaced GDP growth with environment score, increased precision of the birth rate.
  • Added environment and traffic scores next to the layer buttons.
  • The mixed use zoning tool was getting locked when the middle class was entirely replaced by the upper class [Reported by Romulo]
  • The mine placing tool was colored green even in suitable locations and the tooltip for unexplored area was missing.
  • Increased font size of the lower UI left and right detail panels.
  • Updated PT-BR and Spanish translation for Property Tax [reported by Romulo]