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v1.2 Update - Out Now!

Hello everyone!

We're here today with a new update, Synergy's 1.2 Update!
While there's no new content in it, there is a LOT in this one. But this is mainly focused on overall performance optimizations ; some of you might know that it is not easy to do such things, and we're proud we made it, and proud of the result! You'll see all the changes in the patchnotes below (that has the word "Optimization" a lot of time, I'll let you do the count :D)

As this is our final update, we also wanted to say a quick word, a big thank you for being with us for this journey that started the 21st May 2024. A year and 3 months later, we're very proud of everything that's been done, and of course it wouldn't be possible without you, the player, and your precious feedback that you made all along the way. We wanted to say thank you, as we're now sailing to new horizons.
Note that we will of course be there to fix major issues, should there be any appearing !

Thanks a lot!

Please find the full patchnote below :


Synergy - v1.2 Update full patchnote :


[h2]Optimisation:[/h2]
[h3]Irrigation:[/h3]
  • Canal effect range is calculated on canal creation instead of each time irrigation changes
  • When irrigation change, only refresh affected canals by new pumps settings instead of clearing and recalculating whole irrigation network.
  • When irrigation change, only refresh affected cells instead of clearing and reapplying satisfactions around canals.
  • Optimization on irrigation preview when selecting a pump.

[h3]Feedbacks (on top of buildings or plants):[/h3]
  • Faster initialization of feedbacks
  • Plants and collectable props feedbacks are shown on mutiple frames when entering collect or harvest mode, starting from center of screen.
  • Dropped resource feedbacks are updated when transporters or inventories change instead of each frame.
  • Update buildings feedbacks when necessary instead of each frame.

[h3]Hovering elements:[/h3]
  • Optimization on object check under cursor.
  • Removed unnecessary highlights clears.
  • Prevent updating object highlights when there is nothing to update.

[h3]Citizens:[/h3]
  • Prevent updating citizen health, movement or activity when game is paused.
  • Optimization on citizen destination resolve.

[h3]Inventories and inventories related requests:[/h3]
  • Optimization on sorting requests by priority.
  • Recalculate request priority when priorization changes instead of each frame.
  • Optimization when finishing or cancelling a request.
  • Optimization on completion check on a destruction request.
  • Faster checks on inventories stock.
  • Faster distance sort when chosing closest inventory for a request.
  • Requests are put in waiting state when there is no action to execute, and is only updated when city inventories changes.
  • Request missing resources are recalculated only when request is updated instead of each frame.
  • Stop updating requests when no citizens are available.

[h3]UI:[/h3]
  • Monitoring panel refreshes only affected resource categories instead of all when a resource amount is updated.
  • Optimization on storage building selection (warehouse, cellar).

[h3]Others:[/h3]
  • Prevent clearing satisfactions on building modifying satisfactions when there is nothing to clear.
  • Removed unnecessary updates when gaining science or legacy points.
  • Prevent recalculating conditions on plants needs when a plant context does not change.
  • Optimization on house satisfaction scores calculation.
  • Optimization on season change.
  • Optimization on range effect preview when placing paved roads or irrigation canals.
  • Optimization on sprite animations.
  • Optimization on production module update frame.
  • Optimization on buildings status check (active/inactive/etc).
  • Other various minor optimizations.

[h2]Bugfix:[/h2]
  • Fix graphic issues on hall of wise and assignment tower.
  • Fix carpentry depth.
  • Fix resource trade, exploration event, research, district upgrade or district extension purchase not consuming resources in an output inventory when resources are already reserved for transport.
  • Removed the Sand Factory unlocked by default in the Calamity scenario in Free Mode.
  • Merged two consequences into one for city event Burnout: it won't show 5 dead citizens + 0 dead citizens anymore.
  • Fixed an issue that allowed multiple locations with the same citizens on a construction site.
  • Fixed an issue with the green harvest marker flickering when positioned above blue markers.
  • Fix advanced displays not showing citizen count on some worksites.
  • Fix black screen when opening the game from a previous configuration with more monitors.
  • Tea Bar no longer highlights buildings it cannot interact with.
  • Fixed a long freeze that could occur due to plant spread algorithm when there were many plants.
  • House satisfaction is now calculated based on the sum of satisfaction sources instead of taking the cell with the best value. This avoids having different information between the list of all sources affecting the house and the actual satisfaction value of the house.



Update 1.1 - Hotfix #1

[p]Fix birthrate crisis effect active on other saves when enabled once on a quest step[/p]

v1.1 Update Out Now!

[p]Hi everyone! Update 1.1 is here, featuring Hard Mode and other requested features![/p][p]We hope you enjoy this final major update and can’t wait to hear your feedback!
[/p][p][dynamiclink][/dynamiclink][/p][h2]New difficulty Mode: Hard mode named Resilience Mode[/h2][p][/p]
  • [p]+10 temperature on whole map in hard mode[/p]
  • [p]Plants die faster in Resilience mode (slower in Harmony mode)[/p]
  • [p]Plants give less ressources in Resilience Mode and more in Harmony mode[/p]
  • [p]Removed random chance to not consume food or water satiety for citizen in easier, now quantity of resources consumed depends on difficulty mode[/p]
  • [p]Refresh city score when changing difficulty[/p]
  • [p]Adding modifiers depending on difficulty for community services (satisfaction buildings with varyingRangeModifiers module)[/p]
    • [p]-20% asked resources on Harmony mode[/p]
    • [p]+20% asked resources on Resilience mode[/p]
  • [p]Adding upkeep modifiers depending on difficulty for soil modifying buildings (Fertilizer, Mineral Enhancer, Irrigation Pump)[/p]
    • [p]-20% on Harmony mode[/p]
    • [p]+20% on Resilience mode[/p][p][/p]
[h2]New freemode map named Orphan Peak[/h2][p][/p]
  • [p]Also added freemode version of the 3 Gust of Fire maps (Last Springs, Taking Root and Devastation)[/p][p][/p]
[h2]New City Events[/h2][p][/p]
  • [p]9 news city events :[/p]
    • [p]Down by the River[/p]
    • [p]Malnourished[/p]
    • [p]Get Cooking![/p]
    • [p]Split[/p]
    • [p]Decentralizing[/p]
    • [p]Research Proposals[/p]
    • [p]Sharing is Caring[/p]
    • [p]Motivation[/p]
    • [p]Gathering of the Sages[/p]
  • [p]Satisfaction events’ system adjusted to prevent starting a new event just after completing one[/p][p][/p]
[h2]Input Inventory Management[/h2][p][/p]
  • [p]New option to change input inventories’ capacity for production modules[/p][p][/p]
[h2]New Icons and Tooltips in Objectives[/h2][p][/p]
  • [p]Clicking on an objective that asks to unlock a research opens the research screen with it selected[/p]
  • [p]Add Icons in quest objectives for the following items:[/p]
  • [p]Needed resources now have their affiliated icon before the resource’s name (material and immaterial)[/p]
  • [p]Tablet now have a tablet icon before the “Tablet” word[/p]
  • [p]Satisfaction threshold have the related satisfaction icon before the satisfaction names[/p]
  • [p]Orders (harvest and analysis) now have the related icon before the order’s name[/p]
  • [p]Needed research now have a generalist research icon before the research’s name[/p][p][/p]
[h2]Balancing[/h2]
  • [p]Added a reward to the completing of Step 01 in the Anchorage 01 (Merciless Skies)[/p]
    • [p]+4 adults & +3 child[/p]
  • [p]Reduced temperature needed for Volcanic Tree to not poison on harvest from 100° to 90°[/p]
  • [p]Changed the Volcanic Tree temperature condition to not poison on harvest so it cancels the sickness application even if only one cell is 90° or above[/p]
  • [p]Removed a citizen reward that was doubled in two exploration event related to the "Warning" step of scenario Merciless Skies of the Anchorage campaign[/p]
  • [p]Increased range of the Carpet building from “5x5x5x5” to “6x6x6x6” to match with the Table building range[/p]
  • [p]Modified Construction cost of the ArtWorkshop and the MusicWorkshop to replace bricks by composite[/p]
    • [p]Art Workshop from “30 Brick” to “20 Composite”[/p]
    • [p]Music Workshop from “50 Brick” to “30 Composite”[/p]
  • [p]The citizen reward in exploration is now based on game time progression[/p]
  • [p]Added a recipe allowing production of Boreal Rock in the Sand Factory[/p]
    • [p]“5 Protection” + “20 Water” give “80 Boreal Rock”[/p]
    • [p]Also add an alternative recipe with Toxic Water instead of Clean Water (unlockable with the “Green Water” research)[/p]
  • [p]Changed spread of Cotton Sprout and Water Gourd[/p]
    • [p]Reduced Cotton Sprout max cluster size[/p]
    • [p]Cotton Sprout spread time increased from 10 to 15 days[/p]
    • [p]Water Gourd apparition time increased from 20 to 25 days[/p]
  • [p]Modified scenario Merciless Skies of the Anchorage campaign so there is more spot to place Irrigation Pump near spawn[/p]
  • [p]Modified scenario Beacon in the Sand of the Anchorage campaign[/p]
    • [p]Reduced Salt Drop Trees and Diluvian Bush cluster size[/p]
    • [p]Moved some Water Gourd cluster near the Rocky Fig to protect them during the first dry season[/p]
  • [p]Sand Extractor now have an efficiency modifier depending on mineral terrain property (the more mineral the more efficient the building is)[/p]
  • [p]Sand Extractor also reducing mineral in is range by 6 (excluding core cell)[/p]
  • [p]Removed the placement quantity limitation for the Sand Extractor (was previously capped at 3 buildings on the map)[/p]
  • [p]Increased production time of the sand recipe in Sand Extractor to match with the new bonus depending on mineral level from “20 days” to “25 days”[/p]
  • [p]Improved the satisfaction to reach in the tutorial to make it clearer about satisfactions threshold, satisfaction bonus tiers and satisfactions tags[/p]
  • [p]Modification to support map start :[/p]
    • [p]added 3 Child to every map at the start[/p]
    • [p]balanced starting stocks resources to fit properly (on all difficulties) : +5 Bark, +20 Clean Water, +20 Sour Pods & +20 Vegetables[/p]
  • [p]New states added to Bamboo Flute, Cotton Sprouts & Lava Bulbs[/p]
  • [p]The modifier tooltip of “Water Need” depending of soil properties is now responsive to terrain properties chosen for the building[/p]
    • [p]Adding a "TextColor" field on the TerrainProperty class[/p][p][/p]
[h2]Added player thanks to credits[/h2][p]For those who actively contribute during Synergy's Early Access — through the demo, bug reports, suggestions, answering other players and/or sharing advice — we thank you directly in the game credits.[/p][p][/p][h2]Interface & Feedback[/h2]
  • [p]Placing a building will now display its entry point to help place a building correctly[/p]
  • [p]Added access to the Book of Knowledge from the resource monitoring panel, that filters automatically on the selected resource[/p]
  • [p]Added warning icon and tooltip text when a plant is dying in its UI[/p]
  • [p]Dead plant only display its health state if it can revive in plant panel[/p]
  • [p]Added precision in tooltip for varying range modifier module where resources used depends on housing modules in range[/p]
  • [p]Each tooltip of each satisfaction of a housing now displays all the bonuses applied to it and which buildings are participating[/p]
  • [p]Rectangle ranges are now shown as "width x length"[/p]
  • [p]Exploration zone pins now display a quest icon if an objective is asking the player to explore it[/p]
  • [p]Sort resource trades by result in Bartering Outpost[/p]
  • [p]Splitted toxic plant condition in multiple condition for better feedback[/p]
  • [p]Added animation when a resource trade is performed[/p]
  • [p]Added new feedback on production buildings indicating when its production is stopped because of the weather[/p]
  • [p]Adjustment on analysis tooltip’s text for some plants that were referring to specific soil property thresholds. tooltips now specify more precisely the cornered threshold value[/p]
  • [p]Modifying text display on world space feedback for production building that are stopped during dry season[/p]
  • [p]New description in the tooltip of spheric forum and experimental labs to explain that they increase the citizen capacity of the Hall of wise and the Research center respectively[/p][p][/p]
[h2]Bugfix[/h2]
  • [p]Fixed a bug where plant were not dying when being sick during a long time[/p]
  • [p]Fixed a bug where sage lung needs conditions being sometimes checked in plant panel while not active[/p]
    • [p]Sage Lung texts changed + Value Type set to High for needs (still not enough to fix all issues)[/p]
  • [p]Fixed a bug where plants would spawn dead[/p]
  • [p]Fixed a bug where road on irrigation canal destruction only giving back one boreal rock[/p]
    • [p]It is now not possible to select road or canal worksite[/p]
  • [p]Fixed heatmap legend of house satisfactions (previously range from 0 to 30 instead of 0% to 100%)[/p]
  • [p]Fixed research unlock description for harvest task[/p]
  • [p]Fixed negative temperature in houses or production building when temperature resistance exceeds exterior temperature[/p]
  • [p]Fixed a bug where building with 4 orientations stay at the same orientation when moving it [/p]
  • [p]Fixed dropped resources hover info and feedbacks order[/p]
  • [p]Fixed hover sometimes not showing resource name[/p]
  • [p]Fixed a bug where it was not possible to zoom or click behind order pins[/p]
  • [p]Fixed a bug where the heatmap of plantation mode was not correctly take into account invasive plants conditions to display 0% satisfaction[/p]
  • [p]The tooltips are now hidden when moving camera[/p]
  • [p]Fixed start button text replaced by “continue” before showing loading screen when starting a new game from main menu[/p]
  • [p]Fixed texts with white squares on tooltips in smaller ui scale values[/p]
  • [p]Fixed a bug where the mouse cursor could stay in “move mode” in the main menu[/p]
  • [p]Citizens will now go heal in closest available infirmary instead of first built one[/p]
  • [p]Fixed plants in wrong state when loading a game while being in a paused game[/p]
  • [p]Various fixes on roads and canals placement :[/p]
    • [p]Fixed roads on canals conditions to prevent misplaced road on canal in front of a pump[/p]
    • [p]Allow to build road on canal right next to a pump[/p]
    • [p]Fixed invalid tiles when placing roads or canals[/p]
  • [p]Fixed main menu background size for certain resolutions[/p]
  • [p]Fixed camera snap when moving camera with keys while mouse button is pressed[/p]
  • [p]Fixed "have 6 maxed districts" achievement activating with founders place[/p]
  • [p]Fixed some cases where research module selected panel had misplaced bar cursor[/p]
  • [p]Fixed plant tooltip tags text when it needs two lines[/p]
  • [p]Fixed unable to correctly use saves when game folder is read only[/p]
  • [p]Fixed district upgrade button’s text appearing on two lines in japanese[/p]
  • [p]Fixed housing feedbacks appearing too early during the tutorial, before citizens were able to live in houses[/p]
  • [p]Adapting the tooltip for soil property dependent production modifier. Now gets correctly fed with the progression value depending on the property and the property unit symbol.[/p]
  • [p]Fixed Cactus Shrub not showing conditional resources on shell order[/p]
  • [p]Fixed city event consequence to lose or gain citizens not correctly displayed[/p]
  • [p]Preventing expedition to being wiped when a quest destination has been crossed in exploration to avoid behind block in an objective[/p]
  • [p]Deleting macro save won't delete all autosaves anymore[/p]
  • [p]Fixed citizen shadowing on sand factory[/p]
  • [p]Fixed graphical issues on hall of wise[/p]
  • [p]Fixed Spiketree outline[/p]
  • [p]Slightly adjusted highlight effect on elements while canceling an order to match the highlight color while painting an order[/p]
  • [p]Fixed a bug where it was not possible to build roads on environment decorations props[/p]
  • [p]Fixed a bug where the ranges were wrongly flipped if a range bonus was activated (with a district bonus for example)[/p][p][/p]
[h2]Optim[/h2]
  • [p]Cleaning and optimising (reduce unused textures, clean highlight, optimize shaders, …) on buildings (Mineral Enhancer, Greenhouse, Cooling Machine & Foundry)[/p][p][/p]
[h2]Visuals[/h2]
  • [p]Trees new sprites added[/p]
    • [p]Sunshade tree [/p]
    • [p]Hatted tree[/p]
    • [p]Bunch tree[/p]
    • [p]Spike tree [/p]
  • [p]Improved shadow on various plants[/p][p][/p]
[h2]Other Changes[/h2]
  • [p]Disabled incompatible option "limit mouse in game area" on MacOS[/p]

Update 1.0.3

Hello everyone! We're pushign an update with quite some changes on a lot of different levels to make ewveyrhting more balanced, clearer, and more stable!
You can see a list of all the changes in the full changelog below.

And as usual, thank you very much for playing Synergy, and a friendly reminder that if you like the game and want to give us an extra bit of help, you can always review the game!
Thanks a lot! Here's the full changelog :

Update 1.0.3 - Full changelog


[h2]Balancing[/h2]
  • Changed Satisfaction requirement from 12 Social to 12 Knowledge in the “Salvation Through Science” step of the “Calamity” Scenario in the “Firestorms” Campaign
  • Rearranged the display order of trades in Bartering Outpost
  • Changed Fountain district score:

    • Replaced the storage category of following building giving 150 points (3x50): Small Warehouse, Water Tower, Cellar or/and Starting Stock by a satisfaction category of following building giving 150 points : Cold Bathhouse or Scent Garden
    • Changed the “featured building” list in the district tooltip : the “suggested building” of this list has been updated, replacing Sandglider Garage with Cold Bathhouse
  • Increased resource the storage capacity of the active Kitchen to have x3 the recipe requirement (instead of x2)

[h2]Interface & Feedback[/h2]
  • The victory popup will no longer reappear when loading a save where the quest is already completed
  • Satisfaction heatmaps’s icons are slightly smaller to better match other icon’s size
  • It is now possible to see selected or hovered buildings through environmental elements
  • When selecting a district, buildings that contribute points but are not yet unlocked now appear desaturated
  • Added "Kill Plant" feedback to all Rip Out actions on all plants
  • District feedback when selected a district or place a building in range is now more transparent
  • While placing a building, hovered district will always display the score contribution even it’s 0 to improve understanding
  • Sandglider Garage and Fountain tooltips now display their range of effect
  • Collect zones are now visible in Rip Out mode (paint or cancel)
  • The district contribution parabola is now hidden during building placement, road placement, or plantation mode if the selected element does not increase the score of the hovered district
  • During exploration, selecting the starting zone will no longer display the expedition size slider

[h2]Bugfix[/h2]
  • Fixed a bug where citizens were not bringing water to water towers after ripping out water gourd
  • Fixed default interface scaling option when starting game for first time with non full hd resolution
  • Fixed a bug where the analysis notification didn’t show when loading a save
  • Fixed a bug where the the missing resources feedbacks was not matching the requested amount
  • Fixed a bug where the missing resource feedbacks would sometimes not appear on the Plant Nursery
  • Fixed a bug where the confirmation popup to trade a tablet for Science or Legacy points would not show up the first time it is requested
  • Fixed feedback worldspace not correctly refreshing on irrigation pump
  • Fixed exploration map destinations icon for quest destinations because it was not the right icons sometime
  • Fixed a bug where citizens would not correctly move to or from housings when the food distribution capacity of near cellars changed
  • Fixed plants incorrect state on map loading
  • Fixed quality settings on several depth texture, improving shadow quality
  • Fixed Pontoon incoherency of the shadows and outline on floats
  • Fixed footprint outline being seen through other land props
  • Fixed footprint going through dynamic terrain props
  • Made a check to avoid rendering an outline of all variants of a building at the same time
  • Fixed a bug where the rip out action selection wasn’t showing all consequences on plants when an harvest building was selected
  • Fixed a bug where plants feedback weren’t disabled when switching order type
  • Fixed the science gauge tooltip mentioning the wrong district (in polish only)
  • Fixed a bug where the same source range feedback wasn’t showing when entering construction mode with a building selected
  • Fixed a bug where the buildings’ outline was not now correctly refreshed when selected and its state changes
  • Fixed a bug where the title of the selected research panel could overlap the close button in some languages
  • Fixed a bug where outline on road and irrigation canals were not displayed properly (on MacOS only)
  • Added a security to prevent the game from becoming unplayable if it was saved with a dead citizen embarked in an exploration expedition
  • Fixed a bug where the highlight of a selected building in the construction menu stayed active even if the building wasn’t selected anymore
  • Fixed a bug where resources dropped on the ground could not be prioritized after reloading a save

[h2]Visuals[/h2]
  • Grassy props now react on dynamic terrain
  • Integrated animated Art Workshop
  • Global tweaks on depth and shadows to improve quality
  • Improved shadows of various buildings :
  • Explorer Nexus
  • Water Extractor
  • Sand Collector
  • Tweak characters to avoid issues when UI is scaled down and resolution is lower
  • Changes on shader to make the outline mask working with antialiasing off

Update 1.0.2 - Hotfix #1

Hey everyone! We're just patching one issue but that was really annoying. Sorry for the inconvenience, and thanks for playing Synergy!

[h2]Update 1.0.2 - Hotfix #1[/h2]

[h3]Bugfix[/h3]
  • Fixed a bug causing a soft lock during the exploration event “Concealed” resolution if the player didn’t have the resources needed in the outcome of “Bond with Locals” step. The cost of each outcome has been removed to make these choices possible in any case.