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New Cycle News

The City Builder Masters Bundle is Live

Heyho everyone,

In collaboration with various other friends from the genre, we are happy to announce our "City Builder Masters"- Bundle:



Included are:

  • New Cycle (by Us :) )
  • Endzone (by Gentlymad Studios)
  • Islanders (by CoatSink)
  • Pioneers of Pagonia (by Envision Entertainment)
  • The Wandering Village (by Stray Fawn)

Updated Roadmap

Greetings,

I would like to thank you for your ongoing support since the beginning of the release and would like to state that we have completed the further revision of our current roadmap based on your feedback throughout the entire process and our observations from the field.

Thanks to the overwhelming interest and support of our community, we were able to create a deeper gameplay and wider universe goal for the future.



To view the detailed roadmap:
https://newcycle.notion.site/New-Cycle-EA-Roadmap-da9d6510067d4945868b64df98861675?pvs=4


This content will always be open for revision after any input to support community engagement and help us make a better game.

We carefully review and evaluate all the feedback you provide via Steam, e-mail or Discord.


Thank you for your support and interest. We are also happy to announce that earlier this week, we will share the content and release date of the next major update.

Briefing on the current position and roadmap

Dear New Cycle Community,

We want to say hello again after a long development period. In this process, we considered and discussed in detail the feedback we have collected from you throughout our Early Access period up until this point, especially those that can get included in our roadmap for the 'Medium and Long-Term.' In response to your intense care, we have revised our already-existing roadmap to achieve a more overarching, interactive, and sustainable game world. We keep dedicating our efforts to make both the simplified and detailed version of our renewed roadmap, which will be open to your feedback in the process and available for general access soon. Therefore, thank you in advance for your understanding and interest.

Here is what we did along with the changes as bringing some late-game mechanics to an earlier phase and speeding up our preparations for a few bold additions:

* We focused more on the end-game process and the completion of the mechanics of the New Cycle world.
* Cleaned minor bugs and improved UI components that may have been disturbing the current user experience.
* Focused on resource cycle balancing for Sandbox mode to support infinite gameplay better.
* We worked on the 'Multi-production' side mechanic for the mid to end-game phases with the necessary revisions and new structures in the production tree.
* We have made inroads in the 'Logistics between in-land Regions' side mechanic we planned with the expanded map scale.
* Whilst some technical aspects (rendering performance, pathfinding algorithms, design settings from development periods) have been fine in early access, we have implemented a number of upgrade solutions in order to be ready for future scale-ups and our intention to run more content smoothly.
* Improved the tutorial menu to provide a better experience for our new players and aimed to explain the mechanics more comprehensibly.
*We realised that we could not explain some new capabilities and sections to our users very well, especially since we had serial updates close to the first release period. In this direction, we are making improvements, including more description fields, improvement of Ui indicators and changes on some definition fields.
* A series of micro-headings based on community feedback in particular.

Furthermore, we also want to share some welcome news that makes us glad this month. We were deemed worthy of awards in the categories of 'Game of the Year' and 'Best Computer Game of the Year' within the 'Crystal Pixel' game awards, which are valuable for the local ecosystem of our country, Türkiye. We hope it can be a morale booster for the Turkish game development industry in creating quality games that get worldwide recognition. Once again, we thank our community for being one of the most notable contributors to this achievement.

And we send our greetings together with our team mates and friends who attended the night



We look forward to catching you on our following post, in which we will share the roadmap and the content of the next update.

Hotfix - 25th of March

Greetings!

After the last major update content, we have identified and fixed the problem that some of our users encountered mainly in the 'Auto' save phase.

* Fixed sub-component causing crashes

Thank you for your understanding and support.

Hotfix - 24th of March

Greetings!

Thanks to your quick feedback and the intense flow of information you have provided, especially on balance, we would like to announce the new hotfix content. In particular, the 'pathfinding' mechanic, which we have improved in the new major update, has been causing problems in the save/load phase in some cases and we have worked to compensate for this.

Thank you for your participation and understanding and see the full list below:


  • Save/Load: It has been observed that some devices crash due to pathfinder data while saving/loading the game. With this hotfix, this issue has been fixed and possible crash situations have been tried to be prevented.
    [**] Also, as an extra solution If you are still experiencing crashes while saving/loading, you can enable the "-noastar" launch option added.
    [**] More info about Steam Game Launch Options: https://help.steampowered.com/en/faqs/view/7D01-D2DD-D75E-2955
  • Fixed the situation where some production structures have 'Workforce' but this value is displayed as zero and the structure does not work.
  • Fixed a bug that caused a problem with the normal rate of child births even if there were no empty houses (almost no new births will occur if there are no empty houses even with high morale, health and welfare levels).
  • Vegetable and grain production cycle times (48 game hours) have been rearranged to stay within the 24-hour period (for easier reading of daily report outputs). Some production balancing was done.
  • Changed Tier III (Filling Meal) meal production formula. While maintaining the formula ratios, the input and output ratios were increased in parallel and the number of meals that can be produced in a day in a structure increased.
  • The production rate of the Kitchen III structure was reorganized.
  • Fixed an issue where trains would occasionally get lost when the game was in Pause mode, even if they weren't moving, due to the track calculations continuing to run during the Pause phase.
  • Confirmation shortcut with "Enter" key in the demolition/upgrade window has been activated.
  • Fixed bug where the negative effect of "Wildlife Fading" also affects animal husbandry.
  • Fixed an issue on the Great meadow map where the winter-specific effect that was supposed to block farming production was not activating.