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Synergy News

Opening an experimental branch!

Helloooo everyone!

We're making this news to announce that we're opening an experimental branch, and also to explain why!

As the first big update is coming (more on that later in this post), we'd like to give you the opportunity to help us by giving your feedback, thoughts, reports, everything on what's coming! While we already added some requested features/QoL you asked, this is important to us to make sure that we're heading in the right direction. As you might guess, the earlier we make the changes, the better it is, and this is exactly the goal of this branch

So! How to join? Well that's easy! Just right click on the game in your library, go to properties, and search for the "Beta" tab. There, you should have drop down menu. Click on it, and select the branch called "experimental_public". Your game should update itself, and you're ready to go!
Note : You can revert back to the stable version of the game by selecting "none" is this dropdown menu

Now a quick reminder : As this is an experimental branch, you can expect small bugs, balancing issues, but also some bigger bugs! We are checking the builds internally before sending it your way, but as the branche's name says, the game is still in an experimental state.

We encourage you to make a backup of your save files before hoping on the experimental branch, that way you will always have a rollback method in case anything goes wrong. To do so, you can see the "Game Crashes" topic on the forums and copy the folder that's mentionned there anywhere else on your computer ; and copying it back if you want to roll back

Should you have anything to report, the best way to report would be on the game's Discord
There is a specific section there for bug reports and another one for suggestions. You can also report anything you want to here, on steam forums. Whether it's on Discord or on Steam Forums, please add "[EXPERIMENTAL] at the beginning of your post title so we can easily see that you're playing on this version.
We might make a dedicated section for experimental branch on discord, but we're not sure yet it would be useful

And, finally, what will you find on this first experimental build?
I'll remain deliberately vague on this, as we don't want to go too much into details in the first place and have feedback as "raw" as possible, but here are the main topics :

- New scenario (unique map, unique quest)
- New harvesting system
- Movable buildings
- Different QoL enhancements, namely on information display and general visual feedbacks

As usual, thanks a lot for playing Synergy and making great feedback ; we can't wait to see what you've got to say with this first experimental build!

Patch #2 - 12/06/2024

Hello everyone!

Here's a new patch with a lot of different topics! We keep on working on those bugs you're having, but we're also tweaking the balencing and adding/fixing stuff linked to overall QoL.
That's a lot to read, but here's a patchnote that lists the changes!

And as usual, thanks for playing Synergy, and for all your feedback!

Have a wonderful day,



Patch #2 - 12/06/2024



[h2]Balancing[/h2]
  • Bunch tree shadow will now correctly decrease temperature
  • Reduce road and canal destroy duration
  • New plants added by a spread are now immediately sorted in clusters. It should prevent the creation of stacked plants
  • Districts that increase max satisfaction also increase current satisfaction
  • Temperature control balancing:
    • Increase tree shadow size from 5-7 to 7
    • Plants that increase organic matter now also reduce temperature by 5, except trees which were already applying shadow (shadow reduce temperature by 10 and increase wellbeing by 5)
    • Reduce Plants range from 5 to 4
    • Elements that are considered as "water point" (canal, fountains and well) now reduce temperature by 5 (non-cumulative with each other)
    • Sun awning now apply Shadow in its range (shadow reduce temperature by 10 and increase wellbeing by 5). Its range has been reduced from 10 to 5. It doesn't increase wellbeing in range anymore since shadow is already increasing wellbeing. Its construction cost is now 12 tree tunks and 6 resin.
    • Tapping a sunshade tree is now possible and gives resin, making resin easier to obtain in the second scenario of the campaign.


[h2]Feedbacks / Interfaces[/h2]
  • Fix request for a resource needed not resetting correctly when the storage is full, leading to "missing transporter" feedback staying active
  • Inputs are disabled when an input field in a warehouse module is selected (ESC key deselects field)
  • Fix input text incorrectly showing "400" when erasing wanted amount in resource entry in warehouse module
  • Fix order paint from a different emitter when target already has an order with same order type (now allowing to order harvest on a plant which already has an harvest order from a different building)
  • Fix a research description that was not mentioning the affected building
  • Added space between paragraphs in option description text
  • Input buttons in options are not interactable
  • Disable pressed state of info tooltip button on building selected panel
  • Change pruning icon + fix 1 wrong icon for reaping (in researches)
  • Add population growth tutorial as first page in the HousingSatisfaction step
  • Desaturation works correctly again on plantation mode
  • Remove the mention of "unlocking researches" in the research bonus module (+ its tooltip)
  • Added technological or cultural feedbacks on selected research panel in research screen
  • Add information about the relation between "Pause Unfocused Game" option and "Mute Inactive Window" option
  • Production buildings' default method is now empty if there are more than one available


[h2]Other bugs[/h2]
  • Fix not opened analysis notifications data shared between different games
  • Fix texture assigned on watergourd for better result on grown state
  • Fix depth and navigation issues on purification basin
  • Fixed some feedbacks not correctly cleaned when destroying a building
  • Fix wrong plant spawn positions in plant nursery + added security when a citizen tries to plant on an inlalid object
  • Fix move camera with mouse sometimes locked
  • Fix road built when still in worksite on a loaded save
  • Fixed a bug where the autosave could be triggered after the player clicked on the "Return to the main menu" button, or during the loading of another save file
  • Fixed a bug where citizens would never go to the infirmary after loading a save file
  • Fixed infinite loop crash when a capacity modifier bonus is removed from a building
  • Fixed a blocking bug when trying to destroy an empty production building
  • Fixed a bug where resources would not be directly transported from production building to other buildings (infirmary, art gallery, school...) if there was no available storage for this resource.
  • Fixed a bug where citizens would bring resources to paused worksites after a reload
  • Irrigation pumps also reduces temperature in their canals range
  • Fixed a bug where sandglider garage was not correctly loaded when loading a save in certain conditions
  • Several minor fixes in FR and EN only

Patch #1 - 06/06/2024

[h3]Hello everyone![/h3]

Let's go for our first patch!
Why is it now called a patch instead of a hotfix? Well basically we kept the Hotfix term for the quickfixes after the release. Now that we're more on a cruising pace, it felt more appropriate to stop calling them Hotfixes.
Also, as the "Minor Update" term is used in our Roadmap, we don't want to use that word because it'd be confusing.
You might think that I'm thinking too much for just 3 words! And I might be, but I still think semantics are important :D

Anyway, the big news here is that we updated our version of Unity, fixing a video memory issue. What it does mean is that the memory issues might've been the source of a lot of different crashes or performance issues, and this might fix it for you. Do not hesitate to come and tell us if you still have those problems!

There are also a lot of different bug fixes, a bit of QoL and balancing in there. To know more about that, please read the patchnote below

Thanks a lot for playing Synergy!



Patch #1 - 06/06/2024



[h2]Balancing[/h2]
  • Reworked Return From Infinity map (first scenario of the campaign). It should now be easier to progress in the map throughout the game, with early game resources moved closer to the starting location and more easily obtainable, late game resources moved farther, and more obvious choices for your city's expansion
  • Increased historic district citizen bonus from 1 to 2 but decreased default Art gallery worker count from 4 to 3
  • Increased harbor district toxic water cost reduction from -2 to -5
  • Increased natural district plant growth speed bonus from +25% to +50%
  • Extension buildings (Experimental laboratory, Spherical forum, Sandglider garage) doesn't require to be placed near their respective base building anymore
  • Removed tool cost from Arborist Workshop and horti hut
  • Reduced tool costs from several researches (arranged cave, irrigation canal, music workshop, pharmaceutical factory, sand extractor)
  • Fixed Bamboo flute and Whipping gourds needs
  • Analysis : changed condition to unlock Plant actions information. You now only need to have unlocked the corresponding harvest building before performing the analysis


[h2]Feedbacks / Interfaces[/h2]
  • Fixed a bug where notification animations could be stuck and never disappear
  • Fixed pink highlight on buildings not correctly cleared when destroying a house
  • Fixed wrong "no worker feedback" on plant nursery module
  • Plants feedbacks while in Harvest mode should now be correctly displayed on any plant states
  • Locked scenarios in scenario selection are now displayed in a non interactive greyed state
  • Better sorting order for save files in load menu
  • Improved highlight effects (Cumulative highlights should work as intended)
  • Fixed a bug that could force the player out of Plant Nursery's plantation mode


[h2]Other bugs[/h2]
  • Our version of Unity has been updated. It fixes a video memory issue, and we hope it will fix at least some of the crash issues players may experience
  • Fixed a bug with Destroy Orders at reload which could break the save
  • Fixed a bug which could block the game when saving between two quest steps
  • Fixed district bonuses not correctly removed when the district becomes invalid
  • "Window on top" option should now be correctly hidden on MacOS
  • Sunshade Tree and Hatted Tree should now correctly apply shadow in their range in the "collected" (fruitless) state
  • Petrified Giants and other protective plants should now correctly prevent Cinder sprouts from spreading
  • The message informing that a scenario completion is required to progress in the campaign is now correctly displayed in the scenario selection screen
  • Resolution, UI scale options and Reset options button should now work better with windowed mode
  • Fixed depth texture of the Hatted Tree
  • Various bug fixes

Hotfix #4 - 29/05/2024

Hello everyone!

We're here with our 4th hotfix, the second big one, adressing different problem we found, or that you found during your playtime! We also made some small general adjustments that will improve the overall experience of the game

I know I do this everytime, but I really want to thank you all again for helping us finding those issues. I cannot express how much it helps.
I'm trying to answer to each one of you no matter where you're talking to us, but if I don't, know that we still read you!

Anyway, here's the list of what's changing with this 4th Hotfix!

[h2]Hotfix #4 - 29/05/2024[/h2]
  • Fixed a bug where feedbacks on buildings were not correctly displayed
  • Fixed a bug where building panel buttons (pause, prio, destruction) could stop working properly if two buildings were selected very fast
  • Fixed a bug where citizens were not correctly assigned to their working place on reload
  • Fix a blocking bug which could happen when the citizens were trying to harvest a plant which has been removed from the map
  • Fixed a bug where building highlights were not correctly disabled
  • Fixed a bug where citizens' vital need could be disabled when starting a new game after the tutorial
  • The player can now build up to 3 Weather Stations. This will allow the completion of multiple districts requiring a Weather Station.
  • Research durations should now be correctly displayed in the Research screen even if they already are completed
  • The Sandglider Garage expedition speed bonus should now be correctly active on reload
  • The Sandglider Garage is now in its active visual state by default
  • Some exploration pins have been moved to be more easily selected
  • Fixed a bug where exploration pins had a wrong icon on reload
  • Fixed two inverted Diluvian Bush analysis info about its needs
  • Fixed the "mineral minimize analysis info" that was displaying organic icon instead of the mineral one
  • The resources counts displayed in the HUD are now visually limited to 9999
  • Various text corrections

Hotfix #3 - 24/05/2024

Hello everyone!

We're pushing a third hotfix, this one specifically for a single bug - but an annoying one.
We're also aware of an issue where, sometimes, UI buttons (like destroying a building, or accelerating time) do not work as intended on click. However, you should still be able to use them with the keyboard shortcuts

We're actively working on this and will push a fix as soon as possible! We're also working on crashes that still happens to some of you. Thanks a lot once again for all your feedback!

[h2]Hotfix #3 - 24/05/2024[/h2]
  • Fixed a bug where, when reloading a save, citizens assignation in buildings was not conform to when the save occured