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Power to the People News

Trading Cards are here!

Good news, everyone! The brand new Power to the People trading cards have arrived! There is a grand total of 8 cards you'll need to collect. Once you have them all, you can craft a cool badge for your profile and unlock profile backgrounds and emojis. Enjoy!

Remember to join our Discord server!



v1.0.11.3 released!

A new update has arrived! This is going to be the last small-ish update for now, as we want to focus on a major content update during the next few weeks. More news on that front later, but for now, here are the patch notes:

  • Customizable perks and challenges in sandbox mode, allowing players to choose them from the pool of all available ones in all levels. This new mechanic should allow for some very interesting combinations!



  • New scoring system including satisfaction bonus (10,000 extra points for every % point over 90% of historic average satisfaction).



  • Allow players to see last end of day report in the company information window whenever they want.
  • New setting to disable "game is paused" warning.
  • New games in strategic mode start paused (as if it were the end of a day) to allow players more time to set up their infrastructure.
  • Fix UI bug that caused the weather report to show up under the "game is paused" warning instead of on top.
  • Fix a potential infinite money exploit that was reported by one of our players.


As you can see, we are still working on making the game better and we are listening to all of your feedback. Don't forget to join our Discord if you want to let us know your thoughts and ideas by clicking here. Enjoy!

v1.0.10

[h2]Gameplay[/h2]
  • Now every level and every power building are unlocked in the Sandbox.
  • Add Free Play as a game mode in the Sandbox, which allows players to pause whenever they want.
  • Players can now get 100% refund on power lines and buildings that were just built if the game is paused (either at the end of the day or in Free Play mode).
  • Add options to see a longer period of time in power building charts (1, 2 or 7 days).
  • Loans now show information on how much the player has to pay if they want to cancel them before they are due.
  • Add information about power generation predictions to chart on the left (based on weather and power plants' schedules).
  • New shortcut to automatically go to unpowered blocks.


[h2]Fixes[/h2]
  • Major overhaul for the French localisation.
  • Small fixes for the Chinese localisation.
  • Fix bug with bulldozer tool that caused tiles to be demolished anyway if pressing right mouse button or escape to cancel an ongoing bulldoze action.
  • Fix bug that caused the "new city has just been built" notification to show up when it shouldn't after loading a saved game.
  • Fix race condition that, under specific circumstances, could cause a strategic game mode to become unpaused at midnight after saving and loading again.
  • Add tooltip to the magnifying glass button on the leaderboard.
  • Allow enabling / disabling High-Tech substation in Sandbox Mode if it has been unlocked via the Crytivo Club.
  • Players must now place power lines in order to power all houses in the basic tutorial.


[h2]Performance[/h2]
  • Major performance improvements in the way that the load factor for power lines is being calculated.
  • Performance improvement for city growth algorithm.
  • Performance improvements in the methods that draw the charts on the company information bar.
  • Add LOD (level of detail) meshes to power lines, so the GPU has to draw fewer triangles when zoomed out.


Overall, players should expect an increase in FPS between 5% and 15% depending on the number of cities, power lines and buildings. There will be very little difference on levels with very few elements in them, but it will be significant on levels that have many cities and tons of power lines.

v1.0.9: Plenty of improvements and fixes!

  • First step towards an improved system for calculating high scores. Now, whatever money is left in the bank will also give players points, as if it had been invested it on infrastructure. We thought this would be a good way to start addressing the concerns that players have expressed without breaking backwards compatibility too much. In the future, players will also get bonus points for keeping the satisfaction level high throughout the entire game.
  • Now if players load a game that was saved at midnight in strategic mode (or autosaved) it will be paused when you load it again.
  • Redesign power lines load overlay. Now low voltage power lines have a completely different pattern, making it easy to tell them apart from the high voltage ones. See image below.
  • Display how many influence points a player can get by playing a level when hovering over a level icon on the globe.
  • Reduce the intensity of the overlay that indicates valid placements for power plants, as it was overpowering the terrain, not letting players see what was below.
  • Performance improvements to the code that was displaying the "unpowered building" icons. This one should provide a few extra FPS when the screen is cluttered with icons.
  • Fix bug in sandbox mode window that would cause players to get stuck if they deselected all power plants and went back to step 1. This used to require a restart of the game to fix it.
  • Fix bug that would cause special event buildings (such as water heaters and research centers) to spawn in locations that are unreachable by power lines.
  • Fix bug that would cause the game to become unstable if demolishing a power plant while trying to upgrade it at the same time.
  • Fix bug that would, in extremely rare occasions, make cities spawn with no roads at all, causing the game to become unstable or crash.
  • Add Discord and Twitter buttons on the bottom-right corner of the main menu.


Future Plans

It's been over a week since we released Power to the People. It has been a thrilling experience and we're so delighted to see the community engaging so much, providing awesome feedback. We have been taking notes about all of your ideas and bug reports, and made an action plan to address them, with the hope of making our game even better.

[h2]Short term[/h2]

First of all, we are going to use the next few days to keep working on a new small update. We have released a few patches already, but there are still some minor things we need to get fixed. This first update (which will be called v1.0.9) will address a few bugs and provide some usability improvements. You can expect this patch to arrive early next week if all goes according to plan!

[h2]Mid term[/h2]

Next up, we have a series of deeper changes that we'd like to tackle. We have received plenty of feedback regarding if the game should have pause or not and if the sandbox mode should allow you to play every map and every building since the very beginning or not. Those two topics seem to be very controversial but we think we are about to reach a solution that should leave, hopefully, everyone happy.

This next patch won't only address those concerns, but also provide meaningful quality of life updates, giving players better tools to make decisions regarding their power grid design. Probably arriving towards the end of February or so.

[h2]Long term[/h2]

The long term plans are not as clear cut, but there are still some bigger things that we feel need to be addressed. The big one is finding a new way to calculate high scores. A few people have correctly pointed out that the current scoring system has its flaws and they need to be fixed.

There are also some major gameplay changes that we want to incorporate as well, including better ways to decide which substation powers which buildings, the ability to build new infrastructure deep into cities, and tools for better planning of the power grid. We also want to include a brand new tutorial, explaining some of the more advanced concepts in the game.

We are aiming to have all of this ready by mid-March or so, but we'll keep you updated about how development goes.

[h2]Dreams for the future[/h2]

If all goes well, we have a lot of exciting ideas we want to implement in the future, after all of these updates are out. We intend to keep adding new content and new features, including new power plant types, new levels and new game mechanics. If time and resources allow, we'd also love to work on some support for player-generated content, such as sharing sandbox setups in the Steam Workshop or maybe even a level editor. But we'll keep you posted about those... We don't want to get ahead of ourselves!

[h2]Conclusions[/h2]

We'd like to thank you all for all the valuable feedback you've provided. You are helping us make the game even better and we are very grateful for it. Hopefully, our development team will be up to the challenge of addressing these concerns and you'll keep providing Power to the People for a long time!

And if you want to keep providing feedback to us, it's always a good idea to:
[h3]Click here to join our Discord channel[/h3]