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New Cycle News

1 Year Anniversary Message

Greetings to everyone,

New Cycle is celebrating its 1st birthday in early access. First, we would like to sincerely thank our esteemed community, lovers of the strategy genre, for their incredible acceptance and support throughout the development process.

We want to extend our thanks and congratulations to all our teammates who have worked hard in every field without losing their excitement and passion as they did on the first day of our project.

As management mechanics enthusiasts, all of us enjoy stats, so we'd like to share some facts and figures about our first year.
As of today, New Cycle has reached 122,000 strategy lovers. Gameplay times and averages for this year's early access release are also in the form of the Steam statistic below. (Screenshot created on 18.01.2025)



In addition, we would like to share a small summary of the in-game events that take place according to the achievements obtained in the game universe in the image below.



Given the breadth and diversity of the universe it is targeting, New Cycle is still at a very early stage and continues to be developed with a focus on 'production-structures-society' in order to achieve a smooth and successful core system unification.

We believe that we are on the verge of stabilizing core systems within the first quarter so that we can transition to a 'Foreign World-Diplomacy-Story' focused production shift later this year.

Thanks to the community's interest, we have been able to expand our current roadmap and we have made a safe transition to the latest version of our game engine to lay the groundwork for this expansion.

As a reminder, here is the detailed announcement content for our next update, which includes new biomes, side mechanics, new building units, along with extensive infrastructure component upgrades and many more.

https://store.steampowered.com/news/app/2198510/view/546722128842457425?l=english

We would also like to add a small but important announcement. The scope of the upcoming update has been expanded to include a number of new features and changes to the following main systems.

Revised Cycle transition system and changed requirements
Development Tree system change and new additions
New Optional upgrades
Revised 'Regulation system'



According to the results of our survey and analysis on the total feedback and comments, these titles are among the top of the most intense change requests for our game. (We do not ignore titles such as Belt system and Region diversity, they are waiting for the next steps) Over the past months, we have made radical adjustments in parallel with the engine update and new content production.

With these changes we have tried to allow the universe to be shaped more according to player preferences and strategy. For full details and all other topics not mentioned in this message, we will share information with a detailed announcement next week.

Once again, on behalf of all our teammates, we would like to take this opportunity to thank you for all your patience and support. We hope to see you again soon.

Development Briefing and Preview

Greetings!

We would like to share information on an important topic about the development process and a short video about the content of the next updates and new infrastructures.

[h3]Game Engine Upgrade[/h3]

Throughout the early access process, we have tried to reflect to our players that we are meticulous about providing content with a smooth and technically quality infrastructure as much as possible. In this direction, we would like to announce that New Cycle, which we developed on the Unity game engine, has been migrated to the Unity 6.000, the latest version released in recent months. Unity has developed this version for a long time. It contains innovations that provide better solutions and gains in many ways. For this reason, although it took some time and hard work, we wanted to further open up the New Cycle universe with this upgrade by running a careful transition in parallel with our routine development processes.

The outputs arising from this step and a summarised presentation of the details of the development process:


[previewyoutube][/previewyoutube]

What it means and why it is important?

The New Cycle universe is naturally limited by the framework of the game engine on which it was developed. As this engine gets stronger and offers a more efficient infrastructure, we will be able to develop our game with more content and a higher quality presentation.

  • With an improved and upgraded engine, we have an infrastructure that supports new mechanics, gameplay elements, and more content that we want to add to the New Cycle game universe.(Physics-based water simulation - new vehicles - larger playable maps - Different types of ambient illumination and sky etc. )
  • With the Unity 6 update, we will have the chance to integrate new supporting technical solutions for a more stable performance delivery, and we hope that these will allow us to take our service quality up a notch.
  • The new version includes several improvements in terms of rendering cost, and we will be able to introduce new optimization methods that allow us to further improve the visual satisfaction of the game world, such as the introduction of DLSS and similar technologies and the presentation of more powerful and dramatic light-atmospheric volume.
  • The chance to push potential limits. Throughout our project, adaptation has always been one of our most important capabilities. Pushing our limits and reshaping the future more inclusively, especially in response to feedback from our community, has made the work we love to do even more enjoyable. With this engine update, we believe we will have the chance to expand our horizons even further with performance gains and improved tools.


We have been cautiously running parallel tests on unstable versions of this engine version throughout our development process to keep ourselves as ready as we can for a smooth migration when the time comes. The migration took some time, but it went smoothly, and we were very careful not to introduce any unexpected new problems in the gameplay that this upgrade might cause.

[h3]Next in line[/h3]

Instead of our usual development log format with visual assets and extra detail, for this announcement we would like to give a series of general summary headlines that we have completed over the past months and are still working on for the next content update and beyond.

New biome varieties and playable maps

New maps with a focus on the aquatic biome will allow you to access resources through new structures and vehicles.

New consumption expanding

We have added one more step towards finalising the importance of ‘houses’ in the New Cycle universe and their impact on gameplay. You will now need to distribute a portion of new individual needs according to the houses and the number of inhabitants.

While needs such as food, water and clothing will be preserved as they are, external items such as fuel types, cleaning components or extra furniture, which can sometimes be considered luxuries, can be distributed through ‘houses’ and this will bring extra gains to the community depending on your success. Or losses and penalties for deprivation.

Migrant regulations

Migrant management in the universe, which in its simplistic form depends only on participation and the player's take/reject output, becomes one step more complex.

The migrants you have turned away and refused to accept to your city will now be able to demand different things from you. And depending on your preferences, you will be able to progress to situations that can open a side branch that will affect the game flow in several ways.

New structures and products

New unique structures of aquatic biomes, as well as new structures for the production and processing of new consumer goods and the raw materials required for their production.

First aesthetic components

Assets of different scales and types that the player can freely place in their city, depending on their preference. Wood, metal, fabric-based outdoor assets and units that can be separated as industrial or living spaces to support the aesthetic appearance.

New lighting system

A number of new subsystems and operating patterns have been added that affect the overall light processing and the final appearance. (Preserving our original hazy appearance for some biomes.)

In parallel, volumetric fog and ambient lighting have been improved. New methods have been implemented for visualising more distant and wider areas (in line with the New Cycle reality presentation line). New forms for seasonal and weather transitions have been added, allowing for a more realistic and organic presentation.

Adjustments, improvements and modifications

From water production to ageing, death/birth balancing, Cycle transition method, road placement and assist improvements, to a series of consumption and production formula revisions, adjustments are made mainly based on community feedback and the need for universe expansion.

New settings

New features, in addition to existing ones, that allow you to customise gameplay and run at arbitrary intervals.

Most of the content mentioned above has been completed in parallel with the engine update. Except for some end-game components (such as the large freighter you see in the concrete harbour) that need advanced mechanics such as extended trading etc. due to their nature.

We have a few weeks of translation and testing tasks left for the next update. With the completion of these, we will announce the release date and detailed update notes in the near future.

For later on;
Apart from these, we are about to finalize a fundamental change for the Cycle transition flow. Instead of just a particular population and knowledge accumulation, there will now be a method more dependent on how the player manages their city. There will be more unique transition requirements for each Cycle, such as having certain buildings, the population, and developments directly tied to player performance.

Development Tree changes. We are working on a format modification where the linear flowing development tree, which expresses development processes, can be shaped more according to player preference. In this direction, we aim to offer more customizable gameplay with this new arrangement, where you can upgrade some base enhancements according to your choice. In addition, you can choose between specific paths and methods during these upgrades.

These two massive gameplay changes will not be available in the next major update but will be in the one after that. (It will be introduced probably early next spring.) We wanted to share these two significant changes up front, as they are among the game mechanics the community gave the most feedback on during early access.

We hope that both the upgrades and the new features convey the direction of the development and show that we are moving in parallel with the community feedback. Thank you again for your support and participation as we approach the completion of the first year of early access.

Although a little early on this occasion, we wish everyone a Happy New Year and a Merry Christmas to those who celebrate.


Alp

Improvement and Balance Patch

Greetings,

This update includes a number of changes to make the overall gameplay more comfortable and to significantly increase the visual and textual indicators communicated to the player.

Especially with the addition of the road network and new buildings, there is a need for revision in the city appearance and settlement plans. A number of changes and some improvements are detailed below, such as expanding the coverage area of the structures that provide services, providing more detailed tooltip presentation about the materials distributed, and a series of changes and improvements that can provide comfort to the gameplay.

  • In some cases, the production facilities within the 'Central Freight Station' perimeter were included in the service network but could not fill the 'Freight need fulfillment' effect positively, this has been fixed.
  • Health, entertainment, security service buildings, lightning arrester, Store, Gather Camp, Hunter and Water Pump buildings are now set to make the service perimeters of all existing similar buildings visible when they are selected or clicked to be built.
  • The service radius of structures providing Health, Entertainment and Security services has been slightly increased according to their level of development. With the addition of driveways, there has been a natural increase in the surface area needed for the general settlement, in order not to harm the aesthetics of urban planning and not to harm the balance by causing the need to install more service structures than necessary.
  • In parallel with the above reasoning, the service radius of the 'Store' structure, which distributes daily consumer goods and works with similar mechanics, has been slightly increased.
  • In the extremely low health value range, the mortality rate due to disease has been revised and improved so that fewer deaths occur simultaneously. By more realistically spreading out the mass population loss over a period of time, this approach will prevent extreme ups and downs in the game, while maintaining the death/loss approach and not upsetting the balance.
  • A number of improvements have been made to the Ui elements positioned for status reporting in the top locations of structures.
  • For some developments, the requirements and the types of materials they demand, as well as their values, have been slightly modified and adjusted.
  • The feed ring of the Windmill II structure has been expanded. Thus, it was enabled to generate more electricity by feeding from more sources. Compared to the Windmill I structure, the incentive of the transition to this structure in the direction of efficiency has been balanced.
  • ‘Unkept Promisses’ Task revision: The repetition interval of the task, which is activated when the target food ration value is missed for three consecutive days and the community wants to achieve the promised distribution rate, has been revised to be less repetitive.
  • The functions to inactivate/reactivate and hide/unhide traffic lights have been added to the Ui panel of all junction components.
  • The starting materials provided in the new session, which starts from the Cycle V stage with the 'advanced time period' game setting, have been increased.
  • In some cases, it was reported that when a new service structure was built from the existing service structures in the universe, the positive effects caused by the distribution could not be triggered correctly. This has been fixed.
  • Fixed Freight negative effect warning on building’s top Ui not turning off.
  • Fixed Bakery building's top Ui general indicator was positioned too high
  • It was detected that the explosion effect of the 1st level kitchen structure after a lightning strike was not working correctly. Corrected
  • After the railway upgrade was completed, the effect for 'Regional settlements', which applied a negative efficiency effect due to the lack of a railway connection, was removed. Now only the positive effect will work when the railway is built in the region.


Thank you for your kind support and interest.

Hotfix 3 for 'Produce & Deliver'

Greetings, Alpha 24-140.04 update is live.

We continue our improvement and balancing works after the major content update.
In this small improvement update, especially the changes and arrangements that we have shaped according to your feedback;

  • Change: 'Load capacity requirement' has been removed from the 'Water Pump' structure. We have observed that the water pump's request for industrial logistics support at an early stage of the game was pushing the game to a partially unnecessary difficulty. With your request and guidance, we decided that it did not make sense to make water production more difficult in the mid-game phase and exempted this structure from the system.

  • Also, Level II Metalwork and Distillery structures has been removed from the 'Freight capacity' system for the same reasons as in the water pump.

  • In some sessions, we saw that the'Cement' material was positioned to be unlocked in Cycle VIII instead of Cycle V. This has been corrected 'Cement' is available in Cycle V once the 'Production Chains' upgrade is complete and can be produced by Kiln buildings. We apologise to players who have been playing for a bit too long up until now and had to advance their game by unlocking 'Cement' in Cycle VIII.

  • New Effect: Advanced production facilities that you set up far away from your central location have been receiving a negative 'Load capacity' effect applied to Workforce values due to lack of industrial logistics. With this update, in contrast to this effect, your structures that receive service with a high level of transport capacity (production houses located within the service radius of Central or District stations) will now be able to gain up to +10 Workforce with the positive effect called 'Perfect Freight Handling'.

  • As a result of the feedback we received that in some cases the 'blue square' material showing the coverage area of the district freight station and the central station worked problematically and lost its visibility in some places, we made improvements on this part and solved the problem.

  • Some fauna (a shrub and a grass species on the Meadow map) were showing a tendency to glare a little too much when the angle of daylight was too narrow. This has been fixed and readjusted.

  • It was found that some rocks used for aesthetic purposes during the land arrangement phase after building placement or road construction were not fully adapted to the new land form and were corrected.

  • The time sequences that determine the operating intervals of the traffic lights have been extended.

  • Since we have not yet expanded the alchemy production tree and fertilizer production, there is no chance for the player to further develop the farming activities of the Field and Kaleyard structures and adapt to the arid climate.
    For this reason, the 'Water' requirement has been reduced by 40-50% in order not to increase the difficulty of the game.



With these small adjustments, we aim to offer a more enjoyable and highly polished early access experience. Thank you once again for your understanding and support.

We always welcome your feedback.

Hotfix 2 for 'Produce & Deliver'

Greetings,

Thank you for your interest in the major update content. We hope we've been able to convey a strong message about the direction the New Cycle universe is taking, and that we're enthusiastically continuing to develop it in response to your embrace. We'd like to share some small fixes and adjustments we've made to support this momentum.

  • We detected a problem for some of our players that the junctions among the highway components could not be displayed correctly in the Ui (development and building construction panels), this has been fixed.
  • Three junction components with and without traffic lights have been added as existing highway components, they contain all features such as snapping and free placement during the road construction phase as generic. With further updates, it is planned to add the ability to edit the light system and time settings at these intersections according to your wishes.
  • Extra control has been added to the component that calculates the renewal rate of 'Water' resources at the beginning of the Spring cycle after load (community feedback)
  • It was detected that the output efficiency of the wood and stone raw materials collected from the terrain with the 'Gather Camp' structure after load could work at an incorrectly high rate (Community feedback) and was fixed.
  • Adjustments have been made to the components that regulate the colouration of all vegetation during the spring season (Spring tones were working a bit darker and closer to brown, this has been corrected so that light green and other variants on vegetation can stand out more).
  • Thank you again for your interest and support, your feedback helps us to improve the game faster and more accurately.