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Skyline Urban Story News

V1.1.2 Update

1. Fixed the issue of incorrect calculation of some building job positions. (To avoid fluctuations in the city-wide work data, buildings with job position issues will perform a self-check after being clicked manually once, and the correct data will be restored on the second day of the game. If not clicked, the self-check will not be initiated.)
2. Fixed the problem of incorrect description of the construction quantity of unique buildings.
3. Fixed the issue of trade overrun reminders appearing even without a Trade Center.
4. Fixed the problem of incorrect display of the selection status of some buttons in the settings.
5. Added an option to enable or disable "Resource Auto-Jump" in Settings - Gameplay. That is, when building structures like iron mines and oil wells that require resources, whether the camera will automatically jump to the corresponding available resource plots.

V1.1.1 Update

1. Fixed the bug where the city name reverts to "New City" after reloading the save.
2. Adjusted the trade overrun threshold: Alerts will only be issued when it's greater than 1%.
3. If all research is completed, the research institute will no longer be reminded as idle.
4. Closed logistics transfer stations will no longer increase the trade volume.
5. The effect of logistics transfer stations has been adjusted to: Increase the trade volume by 5% of the Trade Center's basic capacity. The more transfer stations are built, the higher the maintenance cost.
6. Fixed the issue that the plot building ratio doesn't recover after switching back to normal mode from flat mode and then clicking on the plot.
7. When building structures that require plot resources, such as iron mines, silicon mines, and oil wells, if there are available resource plots, the camera will automatically jump to the corresponding plot.
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Skyline Urban Story Major Update “Industrial Revolution” Is Live

Version 1.1 Official Update Notes
[p] [/p][p]Thank you all for your patience! The long-awaited **Skyline Urban Story v1.1 – “Industrial Revolution”** update is now live! Below are the full details of this major update.[/p][p] [/p][p]As this update includes a large number of new features and changes, we strongly recommend reading through the entire notes before diving into the new version to better understand the gameplay adjustments.[/p][p] [/p][h2]New Features[/h2][p]
[/p][h3]1. Larger Maps & Map Editor[/h3][p]Two new map sizes—**Large** and **Huge**—have been added on top of the existing sizes. Each new size includes 9 system maps.[/p][p]A brand-new map selection window has been introduced, featuring filters for size and ownership.[/p][p][/p][p]Added a **custom map editor**.[/p][p]On the editing interface, select a tile type on the left. The buttons beside it represent **single-tile drawing**, **area painting**, and **overwrite with same type**.[/p][p]The four resource buttons in the bottom-left corner represent **iron ore**, **oil & gas**, **silicon**, and **clear resources**.[/p][p]Top-right buttons include **map name**, **return**, **clear all**, and **save map**.[/p][p][/p][p]Map sharing is not yet supported, but future **Steam Workshop** integration is under consideration.[/p][p]
[/p][h3]2. City Import & Export System[/h3][p]Most city-produced resources can now be imported or exported. Resources will **prioritize local sales**—if there’s a surplus, it will be exported; if there’s a shortage, it will be imported. Production and demand data can be viewed in the new **Industry Overview** panel.[/p][p][/p][p]A **Trade Center** must be built before imports and exports take place; otherwise, only local trade occurs.[/p][p]After construction, the **Trade Center panel** becomes available, showing its level, trade capacity, contracts, and import/export status.[/p][p][/p][p]Both imports and exports consume trade capacity, representing the city’s ability to handle trade. **Exceeding capacity reduces efficiency and increases cost**, raising import prices and lowering export prices based on how much capacity is exceeded.[/p][p]Quick access to trade info is also available at the top-right of the main interface.[/p][p]
[/p][h3]3. Contract System[/h3][p]Contracts increase export prices or reduce import costs, depending on your city’s dominant industries.[/p][p]Contracts level up as your trade volume increases—higher-level contracts have stronger effects on pricing.[/p][p]Upgrading the Trade Center increases trade capacity, contract quantity, and max levels. However, each level also raises maintenance costs, so plan upgrades carefully.[/p][p]
[/p][h3]4. New Industries[/h3][p]Added nine new industries: **Iron Ore, Petroleum, Silicon, Fuel, Furniture, Steel, Chips, Mobile Phones, and Automobiles.**[/p][p]Iron, oil, and silicon industries require corresponding tile resources to produce output.[/p][p]Advanced and basic industries are connected through industrial chains, which can be viewed in the Industry Overview.[/p][p]Raw material industries (e.g., food, iron) can be built freely without limits.[/p][p]The number of advanced factories you can build depends on your city’s industrial strength—the more high-tech industrial zones, the more factories can be built.[/p][p][/p][p]
[/p][h3]5. GDP System[/h3][p]A new **GDP system** has been added. Once your GDP exceeds 5 billion, your city will automatically receive buffs based on its dominant industry type.[/p][p]The higher the GDP, the stronger the industry bonuses.[/p][p]Primary Industry: Direct development and use of natural resources[/p][p]Secondary Industry: Processing raw materials into finished goods[/p][p]Tertiary Industry: Services—everything outside the first two industries[/p][p][/p][p]
[/p][h3]6. Higher City Levels[/h3][p]Two new city levels—**Megalopolis** and **Metropolis**—are now available after reaching “Large City,” each granting a unique skyscraper as a reward.[/p][p]
[/p][h3]7. Research Progress Display[/h3][p]Research progress now appears on-screen, and hovering over it displays details. Due to industry system changes, the repeatable research page has been removed.[/p][p][/p][p]
[/p][h3]8. Citizen Speech Bubbles[/h3][p]Citizens will now display speech bubbles based on their needs and satisfaction, helping you quickly identify potential city issues.[/p][p][/p][p]
[/p][h3]9. More Zone Styles[/h3][p]When building, you can choose alternative architectural styles or build randomly. Currently available for **Low-Wealth Residential**, **Low-Wealth Commercial**, and **Mid-Wealth Residential** zones.[/p][p]
[/p][h3]10. New Energy Buildings[/h3][p]Added two new large-scale power structures: **Nuclear Power Plant** and **Large Water Plant.**[/p][p]
[/p][h3]11. Official System[/h3][p]Click the Mayor’s Office and select “Government Officials” to assign or dismiss officials.[/p][p][/p][p]
[/p][h3]12. New Achievements[/h3][p]New achievements have been added based on the latest content. Check them in-game or on the Steam Community page.[/p][p]
[/p][h3]13. Revamped Leaderboards[/h3][p]The leaderboard system has been fully rebuilt. Each map now has **Score**, **Population**, and **GDP** rankings, color-coded by difficulty.[/p][p]Global leaderboards have also been added for each map size and for all maps combined.[/p][p]Due to Steam’s user data protection, previous scores couldn’t be migrated automatically. Please manually upload your old saves or enable auto-upload to update rankings through gameplay.[/p][p]
[/p][h3]14. Flat Mode[/h3][p]A new **Flat Mode** allows you to view the city as a simplified color-block layout for faster planning.[/p][p]Colors indicate zone types: **Green** for residential, **Blue** for commercial, **Brown** for industrial, **Purple** for offices, with darker shades representing higher wealth or tech levels. **Orange** marks government buildings, **Red** marks industrial sites, and so on.[/p][p][/p][p]
[/p][h2]Optimizations & Adjustments[/h2][p]
[/p][h3]1. Infinite Pathfinding[/h3][p]In version 1.1, the complex transportation points and cost system have been replaced. As long as tiles are on the same plain, citizens can now drive directly to their destinations without relying on public transit or subways.[/p][p]In simple terms, **all tiles now have infinite transportation points and zero cost**, making gameplay more intuitive for new players.[/p][p]Transportation has also been converted into a numeric demand, similar to safety or health, appearing in citizens’ need lists.[/p][p][/p][p]Each tile generates traffic pressure (equal to its traffic cost) on surrounding tiles. Higher-density zones create more pressure. Buses and subways provide traffic value to meet demand.[/p][p]If insufficient traffic value is provided, citizens will show complaint bubbles and reduce tax revenue.[/p][p]However, crossing water still requires building a dock to connect land areas.[/p][p]
[/p][h3]2. UI Optimization[/h3][p]Most function buttons are now integrated into the main control panel, reducing click depth and improving accessibility.[/p][p][/p][p]
[/p][h3]3. Building Classification Adjustment[/h3][p]Buildings that generate income without production—such as **Small Banks** or **Jewelry Companies**—are now classified as **Unique Buildings**.[/p][p]
[/p][h3]4. Zone Adjustments[/h3][p]New industry-related zones have been added, and some older zones have been reorganized. Please refer to the Zone Dictionary for full details.[/p][p]
[/p][h3]5. Terrain Bonuses[/h3][p]Ocean view tiles grant +50% land value within 1 tile.[/p][p]Mountain tiles provide +5 health to nearby residential zones within 1 tile.[/p][p]
[/p][h3]6. Education Coverage Optimization[/h3][p]Added a new **School District** overlay to the info layers. Coverage can now be viewed via color blocks instead of small, hard-to-see icons.[/p][p][/p][p]
[/p][h3]7. Skip Dialogues When City Level Upgrades[/h3][p]
[/p][h3]8. Mayor Rating Adjustments[/h3][p]Tile income is now affected by its **Mayor Rating**: when the rating drops below 50, income decreases by 2% for each point below. At 0 rating, income becomes 0.[/p][p]The overall city rating affects happiness growth speed: above 60 increases growth, below 40 reduces it.[/p][p]Hovering over a tile’s happiness value now shows detailed growth rates. The **Honorary Citizen Certificate** feature has been removed.[/p][p][/p][p]
[/p][h3]9. Increased Capacity of Large Elementary Schools[/h3][p]Including upgraded versions through research.[/p][p]
[/p][h3]10. Increased Time Flow Speed for All Game Speeds[/h3][p]
[/p][h3]11. Optimized City News and Alerts[/h3][p]Notifications will no longer interrupt gameplay flow.[/p][p]
[/p][h3]12. Optimized Save File Size, Save & Load Speed[/h3][p]
[/p][h3]13. Logistics Hub Adjustment[/h3][p]Adds +50,000 trade capacity. Building more hubs increases maintenance costs.[/p][p]
[/p][h3]14. Income Adjustment[/h3][p]Mayor Rating now directly affects tile income. Below 50 points, each point lost reduces income by 2%. At 0 points, income is 0. Ratings of 50 or higher have no negative impact.[/p][p] [/p][p]
[/p][h2]Bug Fixes[/h2][h3]1. Fixed an issue where pop-up prompts could endlessly repeat after certain operations.[/h3][h3]2. Fixed a bug causing city data to fluctuate continuously even when time was left running.[/h3][p] [/p][p]That’s all for Version 1.1! We welcome everyone to experience the update in-game. For feedback or suggestions, contact us through:[/p][p]QQ Group: 807821388[/p][p]Bilibili / Douyin / Xiaohongshu / Weibo: 托舉的熊猫 (PandaUp Studio)[/p][p]Facebook / X: PandaUpStudio[/p][p] [/p][p] [/p]

**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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