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Skyline Urban Story News

**Skyline Urban Story** Version 1.1 Update Preview

[p]Hello Mayors of **Skyline Urban Story**, welcome back! After nearly a month of silence, I’m excited to bring you news about the next big update. The upcoming version **V1.1.0** will be a major update, introducing new gameplay, mechanics, and buildings.

Here’s the current timeline:
- **Mid to late September**: New version test opens (details on how to join will be shared in QQ group 807821388)
- **October**: Adjustments based on test feedback
- **November or December**: Official release of the new version

Why such a long schedule? First, this update is packed with new content that will push the game’s potential even further. Second, I’m just a solo, part-time developer, so my time and energy are limited—I hope you’ll understand.

Now, let’s dive into what’s coming in this new version:

Note: All screenshots are from a development build and may differ from the final release. Multi-language support (Traditional Chinese, English, etc.) has not yet been applied, so the screenshots are in Simplified Chinese only. Thanks for your patience!

1. Import & Export System
The new version introduces a full-fledged import & export system covering all resources, including water and electricity. Cities no longer need to produce every resource locally—you can now focus on key industries based on the map’s geography and your own preferences, exporting for extra profit and importing what you lack.


2. Contract System
Contracts can boost the export price of your key industries or lower the import cost of heavily imported resources. The more you trade, the higher-level the contracts become, increasing their influence on prices.
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3. All-New Industry System
To match the import & export system, the industry system has been completely upgraded. Each industry will now have clearer supply-demand relationships, forming industry chains within your city. For example, farms produce grain—after meeting local demand, the surplus can be processed into flour at mills for greater profit.
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A brand-new UI will also present supply-demand and financial data more clearly, helping mayors plan their city’s development path.
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4. GDP System
The GDP system from the demo is making a return! With richer industries, GDP calculations now make sense, creating a more realistic economic system and enhancing immersion.

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5. Larger Maps
“Bigger maps” has been one of the most requested features. The new version adds frameworks for **Large** and **Huge** maps (previously only Medium). Tests will help determine if the new sizes feel right.
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6. Player-Created Maps
While the game may not boast stunning visuals, as a city-builder it must have custom maps. You’ll be able to design your own maps and play them according to your preferences.
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7. Other Improvements
To support the new systems, I’ll also be raising the city rating cap, unlocking more buildings, optimizing the UI, and more. These are still in development, so I don’t have screenshots yet.

That’s all for this update plan! More details will come with testing or future previews. **Skyline Urban Story** is still growing, and every bit of support from you makes the game better. Thank you all, and I’ll keep working hard outside my day job to bring you the new version as soon as possible!
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V1.0.8 Update (Leaderboard Feature Added)

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1. Added the **Map Score Leaderboard** feature. Participation is entirely optional—join if you wish.


You can find the **Leaderboard** button in the main menu.


Or, after entering the game, access the **Leaderboard** via the bottom menu to view score rankings across different maps and difficulty levels.


**[Old Saves & Manual Upload]**
Open your save, press **P** to open the City Report screen, then click **Upload to Leaderboard** in the bottom-left to upload your latest score.
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**[Optional Auto-Upload]**
In the leaderboard screen, check **[Auto-upload new scores]** to automatically upload your new high score for each map. If left unchecked, the game will never upload your data automatically.


Note: Any modified or suspicious scores will be removed via Steam backend to maintain leaderboard integrity.

2. The **Mass Demolition** feature now includes detailed stats for each building and plot type, helping mayors pinpoint targets more precisely.
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3. Increased the window drag limit, allowing windows to extend beyond screen edges—useful when a larger visible area is needed.
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V1.0.7 Update (New Research Queue, City-Wide Demolition)

[p]1. The Research Lab now supports a research queue, allowing mayors to conduct research more quickly and conveniently.


2. A city-wide demolition feature has been added. You can select specific tile types to demolish across the entire map, making it easier for players who prefer saving money before updating the city.


3. In bulk demolition mode, hold the Ctrl key to quickly select tiles to demolish. Hold the Alt key to deselect tiles.


4. In bulk swap mode, hold the Ctrl key to quickly select tiles.
5. Fixed some text-related errors.
6. Added visual distinction between selected and unselected states for the main buttons in the info layer.


7. Added shortcut key J: Show land value.
8. By player request, a maximize option has been added to windowed mode for fullscreen-like display.
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V1.0.6 Update (Major)

[p]🔧 New Features[/p]
  1. [p]Transit Line Visualization
    When selecting public transport buildings, connection lines will now be displayed, giving a clear view of their connectivity. During construction, previews will show how the new transit connects to existing networks—making planning much easier.[/p][p][/p]
  2. [p]Improved Density Upgrade Arrows (based on transit connections)[/p]
    • [p]Blue Arrow: No effect on transit—safe to upgrade.[/p]
    • [p]Yellow Arrow: Will disconnect this plot or adjacent ones from public transport—upgrade with caution.[/p]
    • [p]Red Arrow: Will disconnect nearby public transport—upgrade is not recommended.
      This feature helps prevent city-wide transit breakdowns caused by careless density upgrades. To resolve yellow or red warnings, try placing nearby subway or bus stations until the arrow turns blue.[/p][p][/p]
  3. [p]Commute Range Visualization
    Commute range is now split into base range (white) and extended range (blue). The extended range will remain visible after selecting a plot. The commute range toggle in the info panel now shows only the base commute range, helping you check whether residential zones and transit have a valid initial connection.[/p][p][/p]
  4. [p]Draggable Windows
    Most UI windows can now be dragged around the screen. This helps avoid blocking important views—especially useful when previewing tile changes for subway upgrades. (Note: multi-window interaction is not yet supported, but may be added in future updates.)[/p]
[p]Note: In older save files, features #2 and #3 may take some time to display properly due to legacy data inconsistencies.[/p][hr][/hr][p]⚙️ Adjustments[/p]
  1. [p]Standardized Transit Points
    To ensure accurate connection lines, all transport buildings now have fixed connection points:[/p]
    • [p]Bus Stations & Subways: 5[/p]
    • [p]Logistics Hubs: 6
      In older save files, this change may break some existing connections—but with the new connection line system, they’re much easier to fix.[/p]
  2. [p]Subway Balance Adjustments
    Due to reduced maximum connection points, the subway’s ability to reduce traffic cost has been strengthened. The three subway tech upgrades are now:[/p]
    • [p]–1 traffic cost within 3 tiles[/p]
    • [p]–2 traffic cost within 1 tile[/p]
    • [p]–2 traffic cost within 2 tiles
      These techs will be automatically unlocked in older save files to help quickly rebalance layouts without waiting for research.[/p][p][/p]
  3. [p]Mid-Wealth Office Unlock Timing Adjusted
    To ease progression during the mid-town stage, mid-wealth office zones now unlock at the Medium Town level (instead of Large Town), allowing earlier access to their income benefits.[/p]
[hr][/hr][p]🧩 Optimizations & Fixes[/p]
  1. [p]Fixed an issue where commercial zones would not properly sync supply data with industrial zones after tile swapping.[/p]
  2. [p]Tutorial Simplified
    Based on feedback, the tutorial has been cut from 104 steps to 50, focusing only on core mechanics. More improvements to the tutorial system are planned.[/p]
  3. [p]UI Improvements for City Statistics[/p]
    • [p]Updated icons to make city stats more noticeable[/p]
    • [p]Moved the stats button next to the settings menu for a cleaner layout[/p][p][/p]
  4. [p]Improved City Stats Window[/p]
    • [p]Added categorized information[/p]
    • [p]Removed unit abbreviations for better data clarity[/p][p][/p]
  5. [p]Pathfinding Freeze Mitigation
    Based on player reports of late-game freezes, a temporary solution has been implemented:[/p]
    • [p]When pathfinding calculations are running (especially after tile updates), in-game time will pause[/p]
    • [p]Player input and UI remain responsive during this time[/p]
    • [p]Time will resume once calculations finish
      If this reduces freeze issues, please let us know![/p]
  6. [p]Fixed an issue where citizens couldn’t attend university despite available slots.[/p]
  7. [p]Fixed a bug where the confirm button disappeared during batch demolition.[/p]
    • [p]Also added right-click to undo last selection during batch demolishing.[/p]
  8. [p]Optimized education coverage icon performance when placing residential buildings—improves late-game building smoothness.[/p][p][/p]
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Update v1.0.5

1. Added a toggle in the settings to show/hide the quick build button. You can turn it off if it gets in the way.
2. Based on player feedback, the **ESC** key now closes open windows again. It only opens the settings menu if no windows are open. There's also a new option to make ESC always open the settings menu if you prefer.
3. Public transport systems that are turned off no longer incur maintenance costs.
4. Fixed an issue where tooltip hints could interfere with batch building and cause misplaced constructions.
5. Fixed a bug where buildings would drop to the lowest density level if land value was insufficient.
6. Fixed a data fluctuation issue when swapping plots that included industrial zones.