We love to watch folks play our game, since everyone plays so differently and we figured you might too! Every few weeks, we showcase a lovely streamer or content creator that's showcased us and show off all the ways to approach the game and how different people build!
Today, we wanted to show off SneakyBadgerUK, a variety streamer who's been keeping an eye out on us for a while. They're a great streamer that's super atentive to chat and their community, and they play with a sense of curiosity that makes them a fun watch. Take a look at their playthrough of the demo!
Badger found us a little while ago and have been supporting and believing in us when all we could show was just office life tiktoks and pictures of our pets! They're one of our first active Discord members and we wanted to say thanks for their support.
That's it for now! Wishlist us, tell your friends, come hang out and tell us who we should watch next at our Discord!
If you're interested in streaming or creating a video of Oddsparks, check out the Oddsparks presskit for logos, transparent promotional images for all your banner needs, and more.
Disaster Band will start to move to mod.io soon for adding modding content and Steam Workshop will be in read only mode afterwards. We’ll provide further details in another update!
[FIX] Make UI while playing songs responsive for Steam Deck. [FIX] Change width of header on narrow resolution to not intersect with back button. [FIX] Anchor elements in the corner when resolution is narrower than 16 to 9 so they don't get cut off on Steam Deck. [FIX] Fix position of instrument label in player list in lobby when player is not ready. [FIX] Fix cursor configuration so the click happens where the cursor points at (there was a small offset). [FIX] Add fallback logic for parsing 'Last Played' date on song information (could fail after changing the system language). [FIX] Update region badge in lobby when language changes. [FIX] Fix backwards navigation in connect screen with controller (B button now works). [FIX] Players left or joined notifications (on the left) on Steam Deck no longer get cut off. [FIX] Kick Player button in lobby on Steam Deck is no longer covered by the player list on the right. [FEATURE] Add a lobby browser to easily find open multiplayer sessions. [FEATURE] Add automatic matchmaking for multiplayer sessions in the current region (Quick Join).
- If a mix is canceled, the ingredients will drop locked to each wizard that contributed them. - New map icon for monuments in your guild. - Fix chat unread indicators. - Fix showing logon news.
Building System: Almost finished! 17+ blocks added, with cool deformation and shaping for more variety.
Radial Building Menu: Major overhaul complete! ✨ Most of the UI is clean and cozy. I also added a Radial Menu for the building system, making building and using resources easier! ️
Decorations: Beds, pole lights, chests, flower pots, and flora await! More to come! Tell me what you'd like for your home in 📝feedback !
Mystwood Haven Village: Huge progress! I'm using the in-game building system so players can upgrade villager houses & shops! ️
Vegetation Overhaul: More flowers, rocks, and trees for a beautiful world!
Game Trailer: It's coming along well, but I wait to finish off the main gameplay mechanics first so probably after finishing the village & dungeon!
• Fixed the bug when rearranging the load where it was unintentionally deleted, counted as delivered and immediately paid for • Speed of AI employees, which caused them to complete their routes far too quickly, has been corrected • Fixed the bug in connection with receiving an email with a contractual penalty, although the order was cancelled without loading and there is no penalty in this context • Fixed the bug in the sound output of Scania vehicles in connection with accelerating with the parking brake applied or reversing • Corrected the city names on the world map from Munich and Nuremberg to Munich and Nuremberg for English language selection
Optimizations:
• Reduction of memory usage • Optimization of the processor load
We would like to invite you to our little photo contest!
The rules are simple: Press the G key or the Select button to enter photo mode in Fort Solis and capture that one special and breathtaking moment from Mars and share it with us on Facebook, Instagram, X (Twitter), tag it with #FortSolis, or post it on our Discord server in the fanart channel!
The contest will end on March 11th, and after that, we will choose 3 winners who will be awarded with Fort Solis + Soundtrack + Digital Artbook Steam Keys!
The winning photos will also be posted on our social channels, along with credit to the author :)
We are very curious which moment caught your attention and how much creative you can get in photo mode!
While we’re receiving plenty of questions about Cities: Skylines II features, we have also received a ton of questions on topics surrounding the game. Today we’ll go over some of the difficult ones.
Are you going to address the content creators’ concerns and criticisms? All constructive feedback that we receive is valued and very much appreciated. Thank you to those of you who tagged us and shared the content creators' videos that highlight feedback you agree with and to everyone who took part in the constructive discussions that followed. For example, Biffa and City Planner Plays released videos with useful and constructive criticism that we have gone over with the team. We’ll be addressing the feedback according to the process described below.
Here are some examples of the smaller changes we have made since release based on your feedback:
Added line color to passenger ships, cargo ships, and cargo train engines.
Improved moving in pathfinding. This prevents citizens from reserving homes from disconnected buildings (Or moving into the city at all if it's not connected to an outside connection).
Increased all emergency vehicle siren sound distances.
And I believe the more interesting part is the larger changes that we are looking into now, based on the community feedback:
Land Value and Zone Suitability
Education system, specifically kids and teens
More transparency in the economic system
Balancing subsidies and service importing
Balancing negative happiness modifiers with lack of basic utilities (water, sewage, electricity)
How do you plan to get out of this mess? / What is in the works to fix Cities: Skylines II? / What will you do to set things right for the disaster launch of CS2? We’d much rather be in a different position than we are in at the moment, but we cannot change the past. We’re working very hard to catch up on the missing modding support, missing platforms, the content for the Ultimate Edition, and improving the performance and fixing bugs this year. The team is divided to work on different tasks so that we’re seeing progress on all fronts and while it might not feel that it’s fast enough I can assure you we are all doing the best we can. Only time will tell if this is enough to turn things around.
There have also been many questions about the patch cadence and why we moved away from weekly patches. Weekly patches are too heavy for us to keep up with and the issues we are working on need more time than just a few hours or days to fix. We’re a small team of 30 developers and we have to plan the work in a way that creates the fastest results. So instead of spending a big part of the week working on the build deliveries and QA rounds, we can use that time to work on the fixes themselves. For the Ultimate Edition, the DLCs already have a rough schedule so we’ll have good opportunities to patch the game at the same time. This doesn’t mean that we never patch the game between the DLC releases. The goal is to improve the game as quickly as possible and when we have a solid patch ready and tested it will be released.
We are aware we have a mountain to climb when it comes to delivering on the expectations but we have our ice picks ready and we are surely used to the cold. We're going to keep on climbing and you'll continue to see that progress in the game.
Why wasn’t modding support available at release? The biggest regret we have is that modding support is not yet available for the game. We have been working on it since the beginning of the project and the intent was to have it fully ready at release. Code modding support, map, and asset editing were all planned to be fully usable and mods shareable in one place. We still believe that offering modding support makes any game better and that the tools and mods should be available for all players to enjoy at no additional cost.
During the project we faced, and still continue to face, technical difficulties that affect the speed and quality of the development, especially performance. We simply ran out of time as the focus had to shift from modding support to all hands on deck to fix the performance. All this work is still ongoing.
We’ll be communicating more on the status of the modding soon. It’s not an ideal situation but we are committed to keep working on this part of the game because it means so much to you and to us. “A Colossal Order game is a moddable one” is a promise we have made to ourselves years ago and work very hard to keep.
And we’ll top off today’s WotW with a few quick ones: Q: More animations to come? Construction, firemen, etc A: Yes, in the future we’ll be adding more animations to bring details and life to the cities! Q: When will we have cycle paths on CSII? A: I don’t know when we’ll get around to them, but Cities: Skylines II will have bikes and bike paths. Q: Will you add more types of buildings or special buildings? A: Yes, there will be more buildings both free and paid for the game in the future. If there is something specific you hope to see, we’d love to hear it! Q: Will we get actual quays like the ones in CS1? A: This sounds like it would fit great with the harbor-themed Bridges & Ports DLC coming later this year! Q: When will we get props? A: Adding the props to the menus for free placement in the game has come up as a request quite often. This is not something we are actively looking into at the moment, but will be added to the wishlist! Q: When will the land value issue finally be fixed? A: In the next update we’ll have part of it fixed, but the issues that are tied to the economy will take a bit longer to be resolved still. Q: Will there be more biomes like wetlands/jungle or more desert like Texas? A: Yes, we plan to add more maps with different biomes and also assets for you to create your own.
Thank you for all the questions, as well as the constructive criticism and feedback, it is valued and appreciated. Keep it coming! We’ll be back next week with something different: words from the art team!
We're thrilled to present the latest updates to Bunker Builder Simulator, our game that challenges you to tackle the complexities of building and managing bunkers under a variety of often unpredictable conditions. Here are three key updates that we're sure will enrich your virtual experiences:
1. Updated Maps: New Models, Textures, and Diverse Locations
The first update concerns our maps. We want each location to be not only visually appealing but also to offer unique strategic challenges. We've introduced new models and textures that make the areas around your bunkers look much better and more varied. Now, each map features individual characteristics that can impact your design and strategic decisions, from dense forests to abandoned urban areas.
2. Remastered Skill System
Another significant change is to the skill system. After thorough analysis of feedback from you, our community, we decided to completely remodel this aspect of the game. The skill system is now more intuitive, offering a richer selection of development paths for your characters. The updated user interface makes navigation easier and allows for quicker decision-making regarding character development, from construction skills to survival techniques.
3. Bunker Evaluation Cutscene
Finally, we're delighted to introduce a new feature: the bunker evaluation cutscene. After completing the construction of your shelter, the game will reward you with a specially prepared cutscene that not only summarizes your achievements but also showcases the results of your hard work in an attractive visual form. This beautiful cutscene is a great finale to each stage of the game, adding a sense of satisfaction and accomplishment.
We're immensely grateful for your support and engagement, which continue to motivate us to further develop Bunker Builder Simulator. We believe that these updates will further enrich your game experiences. We eagerly await your feedback and stories with the new features!
See you in the game, The Bunker Builder Simulator Team