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Genre: Simulator, Strategy, Indie

Atmocity

0,862 is live!

Hello!

I've made an update to the game to add in some fixes and new content. There's some ongoing UI work, so the UI might look a bit different in some places, but it should all fall into place in the next update.

0.861 -> 0.862
Changed hologram shader to bring out more building details in hologram during placement.
Added second density of 3x3 middle class commercial buildings.
Added second density of 3x3 mixed tier class commercial buildings.

Adjusted building footprint shader to lower artefacting from texture compression.

Fixed two decorations (1x2 sized) that had a messed up texture.
Fixed stair decoration not properly aligning to grid and thus not being placable.
Fixed adaptable blocks on circle block decorations not adapting to buildings built on top when loading city.
Fixed vac track end caps missing.
Fixed z-fighting in some building foot prints.
Fixed temp blocks' texture disappearing when lowering texture quality.


The mixed tier 3x3 second density commercial building is in!





As is the middle class equivalent as well:





I've changed the hologram shader for when buildings are placed to one that has better readability. This is helpful in particular with different block types and some of the parks where the former, flat hologram would be different to discern direction from.



Some of the upcoming UI changes involve being able to customize what resources you want to display in the bottom bar as well as some adjustments to font sizes. Once that is all in place, there will also be some adjustments made to allow for further UI upscaling.

Small update

Hello!
I've updated the game to fix wrongly calculated policies after having changed service output. Among them Legalized gambling which was waaay overpowered now.
I've also added in the second density of the lower class 3x3 commercial buildings. The remaining ones will arrive shortly.
Lastly, after feedback I've started tweaking the UI, starting with a UI scaling option. This is by no means done, as being able to scale the UI requires a bit of tweaking, but it's a start.

/ Nick

Small patch

Hello,

I've updated the game to fix some minor issues.

Services output from commercial buildings have been increased by a factor of 25 to avoid rounding issues with low outputs. Correspondingly, the demand for services has been raised for residential buildings.

I've also found goods output from industry to be a bit low, so that has been increased slightly.

Lastly, a bug where the small police department and fire department were marked as upgradable has been fixed!

0.861 is live!

0.86 -> 0.861

Additions
- Two new rounded block types added.
- First density of 3x3 commercial buildings added.

General adjustments
- Adjusted industry input and output values. Overall they now produce more goods. Labour needs are scaled a bit more appropriately.
- Adjusted hotel input and output values. Also raised tax revenue from hotels, because the input requirements are now higher.
- Raised residential tax income slightly.
- Adjusted lighting bias to decrease flickery shadows from small objects.
- Hotels are now boosted by convention centers, stadiums and museums.
- Industry now boosted by goods ports.
- Commercial buildings now properly boosted by nearby convention centers.
- Commercial building service output changed.
- Commercial zones now placed using zone planner, same as residences and industry.
- Culture output increased from sanctuaries.
- Parks now output a small amount of culture to help cover the needs by residences. Hotels require more culture, so they will require larger output (from convention centers, stadiums and ideological buildings for example).
- VAT policy now calculated from population + tourists + services produced.

Difficulty refinements (easy to hard)
- Increased tax income on easy mode.
- Made conglomerates less cranky (except on difficult mode). They will also anger less when demolishing their buildings.

Bugfixes
- Fixed rounded blocks not lighting up when bulldozing.
- Fixed bug where special blocks could be demolished despite building being placed on them.
- Sanctuaries were missing from culture display.

Other
- Decoration code cleaned up.
- Destruct code cleaned up.
- Made additions to stop threads earlier in large cities to improve shut down speeds.
- Further improvement to connection issue in large cities.
- Added zone count display when placing zones (based on the size selected).

0.861 is live!

0.86 -> 0.861

Additions
- Two new rounded block types added.
- First density of 3x3 commercial buildings added.

General adjustments
- Adjusted industry input and output values. Overall they now produce more goods. Labour needs are scaled a bit more appropriately.
- Adjusted hotel input and output values. Also raised tax revenue from hotels, because the input requirements are now higher.
- Raised residential tax income slightly.
- Adjusted lighting bias to decrease flickery shadows from small objects.
- Hotels are now boosted by convention centers, stadiums and museums.
- Industry now boosted by goods ports.
- Commercial buildings now properly boosted by nearby convention centers.
- Commercial building service output changed.
- Commercial zones now placed using zone planner, same as residences and industry.
- Culture output increased from sanctuaries.
- Parks now output a small amount of culture to help cover the needs by residences. Hotels require more culture, so they will require larger output (from convention centers, stadiums and ideological buildings for example).
- VAT policy now calculated from population + tourists + services produced.

Difficulty refinements (easy to hard)
- Increased tax income on easy mode.
- Made conglomerates less cranky (except on difficult mode). They will also anger less when demolishing their buildings.

Bugfixes
- Fixed rounded blocks not lighting up when bulldozing.
- Fixed bug where special blocks could be demolished despite building being placed on them.
- Sanctuaries were missing from culture display.

Other
- Decoration code cleaned up.
- Destruct code cleaned up.
- Made additions to stop threads earlier in large cities to improve shut down speeds.
- Further improvement to connection issue in large cities.
- Added zone count display when placing zones (based on the size selected).

On the upcoming version (0.861)

Hello!

First off, it's been a while since I updated. My work situation has been incredibly rough and so I've focused on development instead of devlogs.

The next version is underway, but needs a few more days to wrap up some remaining issues and balancing stuff out.

This version changes up industry and hotel balancing and also adds in the first set of 3x3 buildings.
It also rebalancing difficulty slightly among other things.



Lowest tier 3x3 commercial buildings:



Low/mid mixed tier 3x3 commercial buildings:



Middle tier 3x3 commercial buildings:



Mid/upper mixed tier 3x3 commercial buildings:



0.86 is live!

Hello,

0.86 is live and with it, the following additions and changes:

0.859 -> 0.86
- Current police and fire department stats adjusted and population requirement increased.
- New small police and fire departments added with lower cost, stats and population requirement.
- Rounded block segments added.

- Resource demands for residential zones changed. This should make them more balanced over zone size, as for example 2x2 was a bit overpowered before. Also, food demands have been changed so that mixed tiers (tier 2 and 4) have the same required resources as tier lower and middle class tiers, but at higher demand. This is basically to allow players to get middle class and upper class citizens, without having to produce the additional resource types.
On top of this, food demands are generally lower at low densities, and higher towards higher densities and goods and service demands are absent from the first density, and overall lower.
- Building demands for residential zones have been changed. This mostly corrects 1x1, 2x2 and 3x3 zones having very few demands for nearby parks and schools etc.
- Changed resource requirements of quarters (they were seriously OP!).

- Commercial building local area effects changed.
- Commercial building resource requirements changed. Overall the requirement for goods is higher to offset the lower requirement from residences. Labour requirement is higher, except for mixed tiers where it is lower. This also increases tax income from commercial buildings.
- Commercial building service output lowered (to compensate for lower requirement from residences).

- Industrial buildings' local area effects updated. Resources input/output will be tweaked later.
- Hotel buildings' local area effects updated. Resources input/output will be tweaked later.

- Increased cereal output from farms to accomodate increase in cereal required by residential buildings.
- Increased power output from all power production buildings to match increased power requirement from residential buildings.
- Increased water output from absorbents and water towers.
- Decreased output from food processing and drinks processing plants.

- Crime now lowers area property value, which primarily affects commercial buildings negatively as they require high land values.

- Further adjustments to trade price elasticity.

- Fixed missing service output from 1x1 and some of the 2x2 commercial buildings.
- Fixed missing good/bad building requirements for quarters.
- Fixed cost information panel "sticking" when switching from a building to bulldozer.
- Fixed bug allowing 3rd density upper class 3x3 building to grow (to none existing building).
- Fixed bug where police departments were unaffected by changes in funding (allowing free policing!).
- Fixed all 3x3 residences being avalaible in challenges.
- Prospective fix for slow shutdown of threads when exiting the game.
- Improved on the fix for the duct taped connection issue. There's some work remaining on speeding connections up.
- Removed static world size display on template images in world creator.



This update adds in small police and fire departments, which become available rather early and are enough to cover the needs early on in the game. The bigger version become available later than before. These are still upgradable like before.





The addition of these come with a bunch of changes to local area effects for commerce, industry and hotel buildings. Overall, crime generated in cities will be lower, but the negative effects of crime are now slightly greater as crime will lower building value, which is negative for primarily commerce and hotel buildings.

Rounded block segments have also been added. They're mainly aimed at expanding on customization options in cities.



The update also adds a bunch of fixes and prospective fixes.

There were a few items that did not make it into the update. These were primarily difficulty refinements and additional boosters for buildings. These additions have been pushed to the next release along with the following prospective items:

Fix for rounded blocks not lighting up when bulldozing.
Add boosters to buildings.
Addition of UI to show size of area selected for zone placement
Conglomerate difficulty adjustments (not as angry)
Difficulty refinements (easy to hard)
I and H resource input/output
Permanent fix for connection issue in large cities
Further tests that threads stop properly in large cities.
Grass/plaza texture painting
Order decos (2 1x1, 2 2x2), 1 1x1,
Economy decos (2 1x1, 2 2x2), 1 1x1,
Tradition decos (2 1x1, 2 2x2), 1 1x1,
Revolution decos (2 1x1, 2 2x2), 1 1x1,
Static perks - House of buearucracy passive perk
Cityname displayed on media center building
Commercial 3x3

As seen there is a known issue with the rounded blocks not lighting up when hovering bulldozing. This will be fixed in the next update.

On the upcoming update

Hello!

Work is underway on the upcoming version of the game.

Here are the items I am hoping to have added in:

2x3 police and fire department
Change resource demand and input goods for residential buildings
Crime should affect building value
Addition of UI to show size of area selected for zone placement
Fix for residential button partition issue
Conglomerate difficulty adjustments (not as angry)
Difficulty refinements (easy to hard)

Fix for thread not stopping on shutdown
Further adjustments to trade price elasticity
Permanent fix for connection issue in large cities
Update C, I and H local area effects

On top of this I'm also adding in a set of curved blocks (pictured below).



The 2x3 police and fire departments are intended to work as small neighborhood police and fire departments, so that you won't need to have large departments in sparsely populated areas. They will be fairly cheap, but won't offset crime and fire danger much.



I recently changed the local area effect values for residential buildings. I will be moving on with updating the values for commerce, industry and hotels as well. Additionally, I'm also reworking resource demands for residential buildings (power, water, food etc.).



I'm also adjusting difficulty settings a bit. One thing that will be added is that tax revenue will be higher on easy mode, on top of the economic boom/bust cycle being much nicer than on normal.



There are also some bugs that I'm hoping to iron out, the connection issue that occurs in large cities is one such bug. This has been duct taped to work, but a more permanent fix is needed.

0.859 is live and HAPPY NEW YEAR!

Hello!

A last, small update for 2022:

0.858 -> 0.859
- Screen space reflections deprecated. (high performance cost, for little visual improvement)
- Changed trade volume effect on resource demand. This should make prices less affected by large trade volumes, especially in large cities.
- Rewired controller customization asset updated. This could possibly address issues with control customization.
- Upper class 3x3 third density residential buildings added.

I've removed the screen space reflections option, as it is both costly in terms of performance, but offers little in the way of visual fidelity. It was also not functional on all OS:es.





I've updated the rewired controller mapper to ensure it is up to date and bug free.

The last remaining 3x3 buildings have been added in. This is the third density upper class buildings.





Lastly, I would like to wish everyone a happy new year!

Version 0.858 is live!

Hello,

I've updated the game, here's what's new:

0.857 -> 0.858
- Added tool tip for how to change size of roundabouts.
- Area frame fixed so that it shows the correct size of the area marked out when placing buildings.
- Fixed incorrect rounding when placing multiple buildings. Selecting a 6x6 sized area with 4x4 buildings would place 4 buildings, although only one would properly fit the area.
- Fixed roundabouts not working on flat worlds.
- Zone planning tool added for residences and industrial buildings. Selecting (for example) 4x4 residences and framing an area of 6x times 6x will now will place one 4x4 building and fill the remaining area with 2x2.



I've fixed a bug preventing placement of roundabout on flat worlds. I've also added a proper tool tip for how to resize roundabouts when placing them.

I mentioned a while back adding in a zone planning tool. This is now live for residential buildings and industrial buildings (they have complete sets of 1x1 to 4x4 buildings).

You can now select an area to place zones into. The selected size building will be the maximum size, and all areas that don't fit that size will be fitted with a smaller size zone.





This makes it easier to mix different size zones.



I've also fixed the outer frame when selecting an area, so that it correctly compensates for building size, making it easier to see what area is being selected. On top of this, a rounding error has also been fixed, preventing an amount of buildings larger than can be fitted into the selected area being placed.