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New Cycle News

2nd Hotfix

And here we are for round 2,
Together with your feedback we were able to squash some more nasty bugs out here and we are not even 12 hours in.... that's a great prognosis for the future - this time on the list:


Main Updates
  • Fixed a Problem with the automatic language assignment feature: To be more stable, the automatic language switching feature based on the system language has been disabled, the game starts in English by default, until the user changes any language. This prevents multiple weird behaviors and bugs players encountered in the early hours of our early access launch.
  • Fixed Mainhall New Cycle access screen: Added an extra check for the case of not being able to up the next cycle even if the conditions for the new cycle are met.


Related to the Bug Reports
  • [Fixed] Fixed UI error between the actual output and the output shown in the UI in Ration production.
  • [Fixed] Fixed prematurely activated upgrade UI element and related warning in the build upgrade screen.
  • [Fixed] ⁠Fixed Missing Children Bug. During the Save phase, the necessary correction was made to ensure that the number of children present was recorded correctly.
  • [Fixed] Unable to place a buildings on half of the Tundra map : Fixed the 'Tundra' map-specific inaccessible region bug that was activated on ultra-low settings. The fix also works for existing savegames (of the release version) However, the graphical issues of the maps persist when using savegames of that map, only when starting new games the map is correcly displayed.

Hotfix

Heyho everyone,

We are blown away by the overwhelming reaction after we just launched into Early Access - but we immediately went back to work preparing the first hotfix for you - Included in the fix:
  • The async feature at the first moment of entry has been temporarily disabled.
  • The percentage bar on the loading screen has been removed.
  • To start the game with async enabled, enter "-enableasync" into the launch options to enable it."


This should solve the majority of issues connected with the loadingscreen bug and everything that followed after it.

Thanks for being withus in this exciting time of development!
Penta, Community Strategist
Daedalic Entertainment

New Cycle is OUT NOW!

Attention everyone!

We are excited to announce that New Cycle just started it's Early Access! We can't put in words how much we are looking forward to see you test out all that we got in store for you - and will have during the upcoming months of Early Access!

[previewyoutube][/previewyoutube]
After an apocalyptic series of solar flares, human society has been thrown into disarray. Establish a settlement and develop it all the way from humble beginnings to industrial metropolis. Ensure the survival of your people against all odds - Even in this desperate world, one thing remains true: As one era ends, another era begins. It is time for a new cycle.

https://store.steampowered.com/app/2198510/New_Cycle/

PSA for our chinese community

Heyho everyone,

"Please move along - there's nothing to see" - this is just a PSA for our chinese community members.

As you maybe know their access to the steam forums or communication tools is heavily restricted, which is why we set up an external platform for them on "QQ" a service similar to discord.

Looking forward to all your comments and feedback when we start our Early Access Journey tomorrow!

Important Notice about AI NPCs

Hello from the New Cycle team!


As some of you know, we trialed a Beta version of AI NPCs with in-game knowledge in our past playable demo to both test out its performance and receive your impressions. We want to try and convey the current situation and roadmap for this gameplay component.

First of all, while we believe that AI-based interactions are an appropriate side mechanic for our genre, as we mentioned before, we have a design approach that is opposed to including this component too prominently in the game so as to affect the core gameplay experience to an excessive degree.

After our first test release alongside the demo, we have determined a roadmap based on your feedback and some external signs, including the global positioning of AI. We believe that concentrating on the core gameplay mechanics and tackling this not-to-be-underestimated topic in the future, would be a more respectful approach to the wishes of the entire community.

There are three main factors influencing this decision:

  • To be able to serve consumers who want AI integration and those who don't under the same conditions and not to take any approach that impedes their right to choose.

  • The fact that Steam has just determined and announced its roadmap regarding AI content and the policies it will follow against them at the beginning of last week, in addition to our desire to focus on the main backbone of the game rather than devoting a lot of effort to a side mechanic before this legal ground is clarified.

  • The extra cost - both in work hours as well as financially - naturally incurred by game-specific AI NPCs that are raised with unique data inputs and long training periods on a closed server built specifically for New Cycle. As long as these NPCs are used, they would create expenditures such as server service, maintenance, developers that have to maintain those servers, NPCs etc - and this having an effect on the development of the game or even the base price of the game, affecting you as a player, directly, is a solution that we were absolutely opposed to.


What Are These Game-Specific AI NPCs?

This component, which has a very different operational and technical presentation model than ChatGPT or its derivatives, is a game-specific service from 'Inworld', a developer that has developed and specialized in this field over the past two years.
How Is It Different from ChatGPT etc.?

Inworld AI allows you to build a database of your game directly on its servers. Thanks to this closed private environment, you place the rules, background stories and all the data that defines your game world as a set of information to be learned by the AI on these servers.


You can then create unique characters and define background stories, traits, characteristics, motives, goals or objectives for them. These characters can be integrated and used in your game for specific purposes, acting only in this pseudo-reality in light of the data sets that define your game’s world.

This technological infrastructure is well suited for multi-layered data processing and original content presentation beyond a standard chat bot infrastructure. As a team that has realized one of the first in-engine integrations of this component, we believe that this technique can make a rich contribution to our gameplay experiences with the right positioning in the future.


Since we released our second demo last June, the tremendous advancement in this technology has made it much more feasible to experience this infrastructure in a way that is more concrete, pursue more interactive goals through it, and gain access to a wider range of possibilities.

Conclusion - TL;DR;

With the intention of providing a full and healthy Early Access period, for the time being we will focus on the core components and efficient functioning of our game. You can expect an announcement with further information about the integration of AI NPCs into New Cycle in the coming months.


Thank you for reading and for your continued interest in New Cycle.
Best,
Core Engage