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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.

Update 1.0.2 - Corrective patch #2

  • Temperature will now be shown during the building placement phase of a production building.
  • Same satisfaction modifier sources will now be shown during the building placement phase. For example, when placing a Table, it will show the pin and range of the other Tables, Serpentine benches and Outdoor lounges, but it will NOT show the range of the Canteen as this is a different modifier.
  • Housing now displays their satisfactions when a satisfaction view (Wellbeing, Knowledge, Social, Culture) is opened.


[h2]Balancing[/h2]

  • Changed the layout of the Last Resources scenario of the Firestorms campaign:
    • The map now encourages to explore upward as well.
    • Ashy kernels will take more time to kill other plants, and Petrified giants are placed closer to better showcase their interaction.
    • Resources can be harvested with fewer picker’s cabins at the start of the game.
    • The map is more “sandy”.
  • Modified plant category for certains plants :
    • “Smelly” removed for Riverbank Finger
    • “Resilient” added to Spike Tree, Plains Shell and Orange Hydra Tree
    • “Decorative” added to Bamboo Flute
  • Replaced Pincushion Shrub cluster North-East of spawn by a Bamboo Flute cluster on A Beacon in the Sand scenario in The Anchoring campaign
  • Reduced Technology exploration weight from 1 to 0
  • Modified Monument and Sand Furrows district score:
    • moved Auditorium from its former category to be with Spherical Forum and Embassy (both districts)
    • replaced Canteen by Grain Farm in the remarkable buildings list of Sand Furrows district
  • Food needs are now enabled at the same time as water needs in the tutorial
  • Increased duration before fail of the following City Events: Burnout (No Sick Citizens and Well-Being at least 4), The Fabled Chamber (produce enough Clean Water for a cycle), Refusal (produce enough Food for a cycle).
  • Modified research cost for analysis unlock:
    • “Environmental Impact” : from 50 science to 10 tools + 20 science
    • “Ground Quality”: from 20 tools 200 science to 10 tools 70 science 50 heritage


[h2]Bugfix[/h2]

  • Integrated revised translations, improving text quality across all supported languages.
  • Fixed a bug where citizens would not bring harvested resources back to the harvest workshop after executing an action that kills the targeted plant
  • Fixed collectable prop feedback of the amount of resources given by the Rip Out action : position and display (mirrored text)
  • Fixed a bug where the player could open the analysis result screen while in other interaction modes, which could result in various visual glitches
  • Fixed a bug where saving during the destruction animation of a building could lead to various bugs
  • Fixed the Assignment Tower destruction animation
  • Reduced default amount of priority resources to 0 on the small warehouse
  • Fixed a bug where the color of terrain with high organic matter in Mossy biome didn’t change at 60 temperature
  • Fixed a bug where the citizen of the Pharmaceutical Factory in pause were displayed in front of other environmental props


[h2]Feedback & Interface[/h2]

  • Temperature will now be shown during the building placement phase of a production building.
  • Same satisfaction modifier sources will now be shown during the building placement phase. For example, when placing a Table, it will show the pin and range of the other Tables, Serpentine benches and Outdoor lounges, but it will NOT show the range of the Canteen as this is a different modifier.
  • Housing now displays their satisfactions when a satisfaction view (Wellbeing, Knowledge, Social, Culture) is opened.
  • All analysed plants will now feedback the yield of its grown state or its alternative grown state when placing harvesting orders. For example, you will see the amount of harvested resources even if the plant is currently growing.
  • Increased the glow on small researches available
  • Tablet researches and their information and icons are no longer hidden even if the adjacent research is not unlocked.
  • The game window now changes instantly on carousel selection in options panel, and refreshes resolutions list. It also fixes the list of resolution not being the right one when using a second monitor with a different resolution of the main monitor.
  • Changed the display of access buttons to other interfaces (book of knowledge and analysis history) to add a new button to access the Research tree, and make them more visible.
  • Right button of victory popup and defeat popup are now yellow
  • When an expedition is preparing in the city, the expedition preparation information are now removed from the selected panels in exploration to avoid confusion
  • The tooltip when placing a house is now displaying the temperature the same way as it is displayed when selecting a built house (will now display for example “50/60” instead of “-10”
  • Added new Production Task icons for some alternative recipes. Useful to differentiate tasks in the research panel.


[h2]Visuals[/h2]

  • Improved shadows of various buildings :
    1. Wind Catcher
    2. Explorer Nexus
    3. Paper Mill
    4. Art Workshop

Update 1.0.1 - Corrective patch #1

Hello everyone!

After the hotfixes, we're on for corrective patches! Some thigns we've found internally, some things you're reported to us, fixed as much as possible! Mainly Bugfixes and Interface/feedback tweaks, but also a tiny bit of balancing and visual adjustments!

Also, as a small follow up on 1.0 release, if you liked the game and did not review it yet, do not hesitate to leave a positive review!
We're close to fall under 70% for recent reviews, which would be bad for algorithms (it's always the algorithms!)
Given that the overall amount of recent review is a bit low, every single positive review can make the difference! Thanks for taking the time to do it if you enjoyed, and enjoy playing Synergy.

Now, on to the full patchnote!
Have a wonderful day

[h2]Update 1.0 - Corrective patch #1 - 23/04/2025[/h2]

[h3]Balancing[/h3]
  • The first district threshold is now set at 300 instead of 350.

[h3]Bugfix[/h3]
  • Fixed "Have N healthy with a certain health" objectives often ignoring one plant.
  • Fixed the "storage full" feedback not disappearing when the Explorer hut is emptied by a water tower.
  • Fixed the harvest interactions of the Spiketree in its “overgrown harvested” state.
  • Fixed the cooling interaction with the Bunch tree in its “overgrown harvested” state.
  • Fixed the display duration of the production recipe, which did not take into account the number of citizens in the building, and therefore displayed a different value from the recipe value in the building panel.
  • (Mac only) Fixed the pontoon reversed visual visible on Mac with anti-aliasing disabled.
  • Removal of the ability to move the exploration map during the appearance of zone destinations, to prevent destinations from being visually displaced.
  • Fixed the throated water lily interaction notification saying "wounded" instead of "intoxicated".
  • Fixed some texts having different fonts used in the middle of a sentence in Polish.
  • Fixed several overflowing and misaligned texts in Japanese in the panel of a selected square.
  • Fixed the Japanese font sometimes misaligned in height.
  • Added a missing space in a Spanish text.

[h3]Feedback & Interface[/h3]
  • Added the following in the production recipe choice popup:
    • All the resources that the building can produce are now visible instead of being hidden by a lock icon. (The lock icon is still visible but on the side.)
    • These resources can be hovered over to obtain their full tooltips, which are useful for finding out their names, their obtainments and their uses.
    • All resources in recipes can now be hovered over to get their full tooltips, for the same reasons.
  • Plant tags (i.e. “resilient”, “fruit-bearing”, “invasive”), which are used for district scoring, are now visibles in the plant panel.
  • In “Rip out” mode, the resources obtained are now visible on top of the collectable props. This makes it easier to see and understand “Rocky amalgam” and “Technological Ruins”.
  • Resources in production recipes are now always sorted in the same order.
  • Harvested areas of other harvest buildings are now more visually different than the currently selected harvest building.
  • A selected plant in its “overgrown harvested” state will now display its “overgrown” state info instead of its “grown” state info.
  • The button “Yes” of the “Back to the main menu” and “Quit the game” popups is now in Yellow and placed on the right side of the 3 buttons.
  • Sandglider garage will now highlight houses in its range during the placement phase.
  • The resource uses tips that now say “Build structures” instead of "Craft structures".
  • The glowing outline that highlights the requested quantity of the cellar during the tutorial now better fits to the list of available resources.

[h3]Visuals[/h3]
  • Various adjustments on dynamic floors.
  • Footprints of buildings placed in the Mossy biome will now react to dynamic terrain. (For example, a building placed in a hot mossy area will now have its footprint turning brown instead of staying green.)
  • Improved the shadow of the Ocular stem plant.
  • The Ocular stem plant should now wave in the wind.

Update 1.0 - Hotfix #2

Hello again!

We're deploying another hotfix, as some pretty annoying issues were still there, and we've been able to fix them.

Thanks a lot once again for your feedback and patience!

Update 1.0 - Hotfix #2
  • Fixed a bug where the game could be stuck on an infinite loading screen when starting the tutorial after selecting the easy difficulty on another scenario
  • Fixed a bug where citizens would not bring available dishes to canteens

Update 1.0 - Hotfix #1

Hello everyone!

Today we're pushing a hotfix live, taking care of the main issues you've been facing with the 1.0 release! There was different problems with overall ressources monitoring that was in some cases not handled the right way ; sometimes not handled at all by the citizens. As this is a pretty tricky bug, if anything like this still happens to you, please tell us either here or on Discord!

We also wanted to take the occasion to thank you all for your support since 1.0, enjoying the game, giving us contructive feedback about your experience, positive or negative. If you're enjoying the game, do not hesitate to leave a positive review! It does help a lot :D

But without further ado, here's the full patchnote :

[h2]Update 1.0 - Hotfix #1 18/04/2025[/h2]
  • Fixed some cases of food storages not correctly updating food distribution.
  • Fixed some cases of resources monitoring showing incorrect amount of resources after reloading a game without leaving the game.
  • Fixed a bug where buildings would not correctly be supplied in water from a water storage after changing the production task.
  • Added an objective to introduce the research of Planks in the Cutting Station, in the scenario “Last Resources” of the campaign “Firestorms”
  • Changed the term “Collect Resources” to “Obtain Resources” in English. For example, the related objective will now state “Obtain Planks” and not “Collect Planks”.
  • Fixed the term “Seeding” which was sometimes called “Shelling” in English.