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Urbek City Builder News

Release beta v0.13

Hello Urbekitas!

[h3]NEW BIOME[/h3]
  • forest




[h3]NEW BUILDINGS[/h3]
  • Advanced food research center - 17 floors
  • Energy research center - 15 floors
  • Advanced research center - 20 floors
  • Second level for each faculty




[h3]MORE MODELS[/h3]
  • new model for frida Verde gallery
  • Missing lights for buildings


[h3]RESOLUTION[/h3]
  • Select default resolution: high/medium/low


[h3]CONTROLS[/h3]
  • inverted scrolling
  • edge scrolling


[h3]BALANCE[/h3]
  • Production achievements are now calculated according to the gross production rate, not the net rate.
  • Ferries produce less connectivity
  • orchards cost less wood and no longer consume wood
  • coal mine consumes more labour 20>120, and heavy coal mine consumes more skiled work 20>40
  • quarries consume less stone
  • social building now need for roads
  • quarries can not be build on flood plains now
  • both wells need no wells in 6 distances (instead of 7)
  • Stilt house now is zoning


[h3]UI[/h3]
  • The tooltip showing the list of production consumption of each resource was modified to show only the 20 most important sources/sinks.


[h3]BUGS[/h3]
  • when trying to overbuild but there are no resources, the building you were going to overbuild is no longer demolished
  • When you overbuild the last road in the road network, another road network is selected (before it was impossible to have roads in the network again).
  • City hall and museum consume/produce by building now, not by tile
  • Fixed the two bugs of the stilt houses
  • Switching language now doesn't fail to select biome
  • solved: Archipelago has 'Tourism' resource but the name is never filled in anywhere (always '[]' or blank string), only the tutorial mentions it
  • solved: same for stone
  • the rocks in the desert biome no longer have their tree names ... "pine tree" and such
  • coal now has name
  • tutorial asked for stone house but it's actually called desert house
  • Now there are no "salt-beaches"
  • neighborhood council no longer need grain silo to be unlocked in desert biome
  • solved: typing in a new name for the city doesnt disable hotkeys, so for example camera moves around when you do that
  • In archipelago you can no longer put river
  • Promenades no longer spawn parking lots
  • Solved weird bug with pedestrian zones
  • termal can only be built on snow
  • the palm on desert tiles in archipelago is no longer called 'cactus'
  • solved: when i hover over some buildings the requirements mention in the city
  • greenhouse no longer unclock twice
  • water network variable display correctly
  • Dessert has a new tutorial
  • greenhouse now has a english name
  • solved: Watermill technicians is still in archipelago despite there being no water mills available



Do you want to make a mod: click here.

If you have question about making your mod, want to see what other players have done, join the discord

Release alpha v0.12

Hello Urbekitas!

In this new version there are a lot of new features



[h3]New builddings[/h3]
  • Side parks
  • New roads (urban, industrial and pretty urban)
  • Pedestrian paths
  • Shopping center
  • Metro
  • Airport
  • Museum
  • 12 Faculties (thanks MagOliven)
  • Green 6-storey building
  • Green mixed 5-storey building (thanks MagOliven)
  • 12-storey buildings (for now only one model)
  • offices 10 floors
  • Open pit coal mine plus (Bagger 288)
  • city hall
  • New truck
  • Tractor




[h3]New biomes[/h3]
  • Desert
  • desert house
  • two-storey desert house
  • green two-storey desert house
  • large well
  • water pump
  • water tower
  • greenhouse
  • circular irrigation
  • oil well
  • oil tank storage




Archipelago
  • various constructions already made: stilt houses, ferries etc.


[h3]New[/h3]
  • more policies
  • one more level to achieve the victory (8 instead of 7)
  • Rotate the camera on the other axis
  • An option in menu that dictates how many autosave/quicksave slots the game has, newest saves overwrite the oldests ones
  • adaptable hotkeys D:
  • Buildings can ask for a number of buildings in the city (infinite radius)
  • policies act on the total resource produced, not just the surplus
  • roads in steppe have new model
  • new map type: islands
  • rotate buildings
  • Buildings update fast
  • change city name
  • resolution can be chosen


[h3]UI[/h3]
  • savegames, rankings and mods now scale well when the screen is larger
  • minimap is now always visible
  • Fixed the problem that setting no shadows does not remove the vsync setting.
  • Sometimes you hovered the box to accelerate, but it was not clickable. solved
  • sound when unlocking builds
  • non-buildable constructions correctly display the icon


[h3]Balance[/h3]
  • nuclear power plants are no longer free :P
  • mixta 5 provides services and tools
  • adjusted mine modules, now they are indeed excludable
  • adjusted energy consumption values
  • adjust resources according to map size
  • adjusted number and size of ponds and iron mines according to map size
  • banking replaces banks
  • parks are zoneable
  • Mixed buildings changed their mechanism
  • mixta5 an mixta9 provid tools and food services


[h3]Mods[/h3]
  • possibility of non-square constructions in the mods
  • roadmodels can be replaced
  • documentation for mods
  • fixed a floating voxel in the big trees mod


[h3]Fixed bugs[/h3]
  • no longer fail to load games with lakes
  • selecting a non-square building now correctly displays the range box
  • resource policies are now removed correctly
  • fixed a bug where unlocking an achievement while in pedestrian mode would cause the game to freeze up
  • shadows of buildings were no longer visible at the top of the screen
  • solved the problem of the blocks disappearing when they appear
  • playing on a map without snow/desert, game no longer says those bits of green gras are "snow".
  • mods comment no longer flashes quickly
  • Improved bugs in university, factory, park and rebel house flag models


Do you want to make a mod: click here.

If you have question about making your mod, want to see what other players have done, join the discord

Release alpha v0.11.2

Hello Urbekitas!



[h3]New[/h3]
  • Giant map
  • Graphic options menu

[h3]Add[/h3]
  • Lights to +50 buildings that didn't have them




[h3]Optimization and graphic settings[/h3]
  • Field of View
  • Add Fog / Fog color / Fog density
  • Remove shadows
  • Remove cars and pedestrians
  • Play windowed
  • Dont show alerts in pedestrian mode
  • VSync


[h3]UI[/h3]
  • The toast notifications (top middle) overlaps when you unlock stuff


[h3]Fixes[/h3]
  • biomass dryer is called wood dryer in the tutorial message
  • Cars on motorways


Do you want to make a mod: click here.

If you have question about making your mod, want to see what other players have done, join the discord

Release alpha v0.11.0

Hello Urbekitas!



[h3]Mods[/h3]
You can replace models, add new ones and create new constructions with their own values.
There are 4 mods included, they are simple but you can learn from them.
  • Larger natural resources
  • Your own house (tutorial on how to make your mods)
  • More sports buildings
  • Wooden huts with more models
  • Farms have the same model




[h3]Fixed bugs[/h3]
  • You can see delete-city button on 1440 x 900
  • When you quit and press "yes" for save, it saves the game now
  • Buildings oriented to main square tiles, similar to the paved areas and roads
  • Now roads with poplars appear easier (in the last version it was impossible)


[h3]Balance[/h3]
  • Aadjust path of wealth, the first step was impossible
  • Universities need a bit less highskilledwork (700->500)


Do you want to make a mod: click here.

If you have question about making your mod, want to see what other players have done, join the discord

Release alpha v0.10.0

Hello Urbekers!

Many thanks to the discord community who helped me with feedback and great ideas.
In this version: many tweaks from the previous version, a new build (small bank) and the same tempered biome but with more options. The full list:

[h3]Map generation[/h3]
  • Change how the river is generated
  • You can select whether you want desert or snow




[h3]New[/h3]
  • New building: small bank. Needed for mixed, instead of the supermarket
  • Autosave
  • Water mill and windmill now have animation


[h3]UI[/h3]
  • Selecting a biome now shows an associated drawing.
  • scrollable menu of constructions, when it is too large
  • now you can see where you can build a mill and a dock
  • remove "old versions"
  • from month 12 is correctly switched to the next year and in english (january instead of 1)
  • remove the tutorial from the pedestrian view
  • a "Tutorial" text is shown above the tutorial, so that it can be easily found.




[h3]Balance[/h3]
  • Priority first to mixed, then residential
  • Modern house needs more leisure
  • Other minor balances


[h3]Fixes[/h3]
  • Hospital is per building, not per tile (no longer consumes 4 times more than indicated)
  • Solved: it displayed that I unlock Orchard twice (on top)
  • bus stops is considered when counting iron consumption
  • bus stops are now considered when using G and show their radio when selected
  • alert sign is displayed correctly in large buildings
  • round "currently" in local variables text
  • Now nuclear power plant can be destroyed
  • sometimes the warning sign appeared giant, not any more
  • larger buildings (2x2) were abandoned faster than smaller ones.
  • Number of buildings are now counted well for achievements and unlocks (before villas where counted 4x)
  • Abandoned bus stops no longer destoy their road