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Skid Cities update for 12 March 2021

The Winner of our first challenge, new features, performance improvements and mo

Share · View all patches · Build 6374718 · Last edited by Wendy

Patchnotes via Steam Community

Hi all! Friday update with a bunch of new things, plus, the first winner of our weekly challenge!

Our first weekly challenge - the Theta Saga - was won by:
🏆Malmal!
Who managed to reach level 124 for the Theta Corporation in his city, crushing everyone! Malmal gains the Cyber Mayor role in our Discord, plus an in-game building entitled to him! (I'm not gonna reveal which building, but you may find it in-game!)
We will run the weekly challenge again next week on our Discord, join it here: https://discord.com/invite/YNNZA2u

Also, a beefy update:
🚰 Better, faster building water pipes in the underground level. You will now see the ghosts of the buildings on the upper level, and you will be able to place your sewers faster and more precisely. I did this change because placing the water pipes was not fun as the layers were too in the way and too slow - now it's super fast and looking a lot better!

🧬Not only that: You can use the same technology to see the buildings on the upper level or on the level below. Look for the cloud icons on the bottom left corner, next to the 'Hide tall buildings' icon!

📈 Bonuses and maluses display: I added a small label next to every metric that you see - unrest, dissidents, taxation, and so on. It will show the bonuses or maluses that you have created in your city. By clicking on it, you can see what factors are contributing to it. For example, if you are building in the Island of California and Bonfire joins your city, your dissidents will get +50%. By clicking on it, you will see that 20% is due to California and 30% is due to Bonfire.

⚖️Gameplay adjustments! I inverted the radiuses of the android distribution centers and of the public augmentations. Now the cheaper buildings will have a big radius, and the more expensive ones a smaller radius. I expect this change to bring the growth of more interesting cities, plus it's not forcing you to build a lot of structures just to get your buildings to level 2.

⚖️Gameplay adjustment 2! Now the factories will require a lot more workers than before. So in order to keep your factories running and building, you will need a substantial amount of poor residential buildings.

And clearly a bunch of performance improvements:
⏩ Made layer loading faster: Now the layers will load only the portion of the city that you are looking at, instead of the whole city. Very noticeable on big cities
⏩ Sped up loading time a bit for new cities
⏩ Sped up loading time for the UI to show taxation levels, budgets, population, and so on
⏩ Small but good improvements on FPS for bigger cities
⏩ Reduced occasional stutter on bigger cities
⏩ Made default zoom and camera movement faster

And of course bugfixes:
🩹Fixed the cars slowing your city down, at least a bit
🩹 Fixed tooltips crashing or not showing up after pause
🩹Fixed drone mode exiting without reason with error
🩹 Fixed the Bounty Payment Office looking strange when not zoomed in

Windows 64-bit Skid Cities Content Depot 1242631
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macOS Skid Cities OSX Depot 1242632
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Linux 64-bit Skid Cities Linux Depot Depot 1242633
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