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Genre: Simulator, Strategy, Indie

Atmocity

0.66 is live!

Hello,

A bit later than expected, hotels out but some other goodies in, 0.66 is now live! What's new?

0.65 -> 0.66
- Added spinning billboards on standing vacstation.
- Added conditional trades - now a trigger price can be set to allow trading contracts to start at a certain price point.
- Added bus stop as a low capacity public transport building.
- Added end piece decoration for side blocks.
- Added a tunnel block that can be used to hide vactracks.
- Added an end decoration for the new tunnel block.
- Added an outer corner piece for recently added side blocks.
- Decoration upkeep cost and output values now displayed in infopanel.
- House of constitution added (locked until ideology system is finished).
- 1/2 and 1/4 blocks removed (1/8 blocks cover their function well enough).

- Top density residential and commercial buildings now generate a slight negative density value, so that top densities aren't spammed across the city.
- Changed min population required for tram, monorail and vactrain stations.
- Vactracks now require electronics to be built.
- Adjusted upkeep costs and resource trade costs for food items and consumer resources. Also made minor adjustments to raw material trade prices.
- Replaced object fade out texture.
- Added upkeep, environment and culture values for side block decoration and fan decoration.

- Fixed import settings for recently added textures.
- Fixed certain decorations sometimes not being correctly rotated after loading a city.
- Fixed autosave frequency bug in options menu.
- Fixed destruction hologram sometimes getting stuck after cancelled demolision.
- Fixed trees not spawning randomly on rounded grass covered decoration blocks.
- Prospective fix for resolution options being doubled in options menu.

The hotel buildings are still in the works and should be in the next version, which I'm hoping to have ready in about 2 weeks time.

There have been some prototype stuff that I've not finished, but decided needed to be done now. I had an old prototype of tunnels in the works, but had not made a good system for checking what sides of a tunnel block could be built on. This has now been implemented meaning that "odd" blocks can now be used in game without relying so much on precise colliders and special cases in code.



There will be a block with a road tunnel added as well in upcoming versions, even if you can also build tunnel structures using overpasses.

The new side blocks that can be built on now feature a full set of straight, inner corner and outer corner pieces. I've also added a type of rim decoration that can be used to spruce things up further.





Conditional trades are now in, meaning you can trigger a trade contract to start at specific prices. Busstops are now in (bus vehicles coming later). I've also changed the fade out texture, but more work is needed to adapt fadeout ranges, for example on trees for it to look more seamless.

Next update delayed

Hello,

Due to some family issues I'm going to move the next update to a later date. I currently can't say when, but it shouldn't be too long.

All the best,
Nick

0.66 live august 9th

Hello,

I'm aiming to have the next version of the game live on august 9:th. There's more ideology work included into the version, but will not yet be accessible by players. There's still some time left before I start unlocking the first ideologies which will be progressivism, conservatism, authoritarianism and liberalism. These aside from shifting certain base values for things like crime, happiness and education, these, overall, are fairly similar to the current base ideology (centrism). The remaining for ideologies, like communism, will feature more substantial changes to the core game, like there being no conglomerates in communism or schools etc. being privatized in laissez faire liberalism.
Some of these more fundamental changes might make it into the other ideologies afterwards.

The most recent building I've made for ideologies is the house of constitution building, which is a right wing building.



In the upcoming version there will be further tweaks to resource prices, building upkeep costs and output.





The last density for hotels is underway. After this I will start cranking out the 3x3 residential, commercial and hotel buildings. This will be a fairly long process though since there will be four densities for residences and commerce, and 3 for hotels. So that's a total of 46 buildings not counting any variations.



I'll be updating the steam store page a bit soon too, and update the road map now that I've more or less locked it (of course, player requests are still welcome and will be considered!).

Bus stops, more monorail updates and some new trade features.

Hello,

Work is progressing on the upcoming version. I'll be getting the last density for the 4x4 hotel buildings in, but have started with some minor additions and fixes.



I've continued work on ironing out some issues with monorails - I noticed for example that the collider for the up/down piece was a bit buggy.



I've increased the minimum population required for tram, monorail and vactrain stations and added in a small bus stop that can cover some minor public transport requirements. As pictured, they can also be stacked fairly neatly to produce more public transport output.





I've added a function to allow trade items to be triggered at a specific price point. So for example, if you want to start selling a bunch of goods once the market price is above a certain level, then that can be done now.



I've also continued work on added more billboards, starting with a rounded one - here for use on the vertical vactrain station:

Version 0.65 is now live!

The new version is now up and running!

/ Nick

0.65 will be live in a bit!

Hello!

I missed the devlog last week as I needed some time off, but development has been ongoing. Ideology work is still underway. Ideology is a huge undertaking as it makes significant changes to core systems and so it's still some ways away. In the mean time, there's still a road map full of items - this road map will be posted in the forum soon to replace the current one. The new one is more detailed and grouped into different areas.

As for now, 0.65 will be live in a bit, what's new? Here's what's new:

0.64 -> 0.65
- Added tram bridge.
- Increased output from police departments (both upgraded and not).
- Added missing street light props on roundabouts.
- Parking lot decoration added.

- Changed the upkeep calculation for decorations - each decoration now has an individual upkeep cost instead of upkeep being calculated on the total amount of decorations.
- Parking lot decorations now generate a small amount of money.
- Education and health now always shown as green on industry in view modes (as these buildings do not require health and education buildings nearby).
- Adjusted maximum trades.
- Increased step size in the UI for long trade contracts when there are more warehouses.
- Adjusted monorail colliders.
- Tweaked hydrogen plant and hydrogen power plant inputs and outputs. Should make balancing own production of hydrogen with hydrogen power plants more viable.

- Fixed continous trades cancelling automatically.
- Fixed bug where 10 import/exports could be initiated before time tick has checked the number of goodsports in the city.
- Fixed another bug where overpasses could be demolished with things still built on them.
- Fixed ugly LOD for one of the new sixth density residential buildings.
- Fixed being able to build bridges off of the underside of newly implemented side block.
- Fixed monorails not being possible to build over roundabouts.
- Fixed being able to build monorail and vactrain tracks even when there is a collision (one frame bug).
- Fixed bug where fifth density 4th tier commercial building was not set to be upgradable (to top density).

Decorations have been redone slightly. It used to be that each decoration was counted and upkeep was then calculated based on the total number of decorations. Now each decoration has an upkeep cost, and some have also now been given a negative upkeep value - ie they generate a bit of money (parking lots for starters).
A new parking lot decoration has been added:



I found that the fourth tier commercial building could not access the top density. This has now been fixed and all buildings should now be able to appear in the city.



I've started tweaking colliders a bit further. Monorails could not be built over roundabouts for example. This has now been fixed. There were also some bugs, like being able to plop monorail tracks even when there was collision (on the first frame at a new position). These bugs have now been fixed.
It was also possible to build bridge in a funky way from the newly added side blocks, this has now been fixed. While testing this I also noticed a big with overpasses, this has now been fixed too.



There was a bug in trades, where a continuous trade would instantly time out.
I also increased the increments when making a long term trade of more than 500 units so that it depends on the number of warehouses. Generally speaking, the more warehouses you have, the more you can store, so it makes sense that the increment is larger if the city is large and has many warehouses.



A tram bridge has also been added to allow trams to cross over different islands.


Version 0.64 is live!

Hello,

The game has been updated! Here's what's new:

0.63 -> 0.64
- Fixed not being able to build temporary spacer blocks when in debt.
- Fixed prompt missing when more atmoports are needed.
- Fixed demolition of flat blocks being locked if something is built on them.
- Fixed being able to demolish overpasses with buildings on them.
- Fixed hotel demand being too low.
- Fixed lighting on certain hotel buildings being too bright.

- Added 6th density for commercial zones tier 2-5.
- Added lighting for 2x2 density 3 hotel buildings.
- Lowered the amount of concrete needed for foundations. Slight cost increase to compensate for lower resource requirements.
- Increased building material output from factories.
- Increased purchase/sales prices for building materials. It should now be more lucrative to produce your own resources. There will still be good possibilities to make good trades, selling when expensive and purchasing when cheap.
- Consumer resource prices increased.
- Tourism now affect atmoport capacity.

On the upcoming version

Hello,

The upcoming version is a few days away still - I plan on having this live on wednesday evening or thursday around noon the latest (Central european time).

The upcoming version adds the remainder of the 6th density for 4x commercial buildings. From there I will continue work on ideology buildings as well as the remainder of hotel buildings (a 4th density as well as 3x3 sizes).





I've added in a new type of block, which is a kind of half way decorative side block that can be built on.





I'm also working on a block type with a round hole in it to allow for vacuum train tracks to pass through - however, I'm not yet certain if this will make it into the next update - it depends on how much of a problem they cause. :)

The upcoming version also boosts tourism, which previously has been very low. Cities that have quite a bit of entertainment and culture should now attract quite a few tourists!
Construction material and consumer goods prices have been tweaked.



Factories producing building materials have been boosted a bit so that they produce slightly more each time tick. This is especially the case with concrete factories. Upkeep costs have also been tweaked slightly. The idea is to make it more expensive to constantly import building materials, making own production more viable. This also means trading becomes a better source of income in dire times!

Prices for food and raw materials have not been tweaked, but this will be done in the version after the next. These changes will not be as dramatic however.

0.63 is live!

Hello,

There will be no devlog this week, as friday and saturday were holidays here in Sweden and I've taken some much needed time off. I have updated the game to fix some minor issues however:

0.62 -> 0.63
- Nighttime lighting added for density six, tier 1-5 residential buildings.
- Nighttime lighting added for density six, tier 1 commerce.

- Fixed flickering dust particle in land levels.
- Fixed shadow caster for 4th tier residential building.
- Fixed building selection frame in UI sometimes being bigger/smaller than it should be.
- Fixed round abouts missing from flat levels.
- Fixed buildings growing into monorails.
- Fixed S shape monorail piece missing from land levels.
- Fixed view for public transporation not showing color gradient.
- Fixed tall buildings being overlit when destroying them.
- Adjusted new buildings' texture import settings for performance.

New in 0.62

Hello,
A small update:

0.61 -> 0.62
- 6th density for residential tier 4-5
- 6th density for commercial tier 1
- Adjustment to requirements for 6th density spawn
- Adjusted import settings for new textures (for newly added buildings)