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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.

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