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Genre: Simulator, Indie

Icity

2019 - a Great Time to Reorganize

Happy New Year everyone ... and big news fellow pilots, we're moving Icity to a new studio Hangar!

During the transition phase, the ability to purchase new licenses for the Icity game will be unavailable. Players with existing licenses may continue to play the game via their Steam library, and will continue to have access to the game after the transition is completed.

Thank you for your patience during this time, and of course for the awesome support we have received.

July 2017 Update now Available

The July 2017 update is now available for Icity ... a Flight Sim and a City Builder.

As you know, Icity is just completing a 2-month mid-term review of the game’s progress and future directions, which we’ve posted as a separate announcement. However, we do have a small update this month which includes mostly code improvements and some adjustments to the procedural terrain system. Happy flying everyone!

Mid-term Review has Landed

Thank you to everyone who participated in our mid-term reviews! The results are now in, though before we let fly, we would like to first to thank everyone who participated and those who provided feedback. We would also like to emphasize that we continue to seek and incorporate feedback, suggestions, and ideas about how to make Icity into a great game … the midterm reviews were to make sure we were on the right heading, but as every pilot knows, flexibility is a key ingredient, so we are eager to keep learning about your ideas for the game!

With that in mind, here are a few of the big things we have learned so far, and our ideas for their implementation:


Aircraft and Aircraft Systems

The number 1 request is the desire to increase the complexity (sophistication) of the aircraft and their flight control systems. While the current generation of aircraft successfully present a level of futuristic automation, many Icity players desire that the aircraft have more controls (less automation), and that the aircraft themselves have more moving parts (landing gear, flaps, etc) and other features which reflect the pilot’s input and the aircraft’s operating state.

A close second on the list was the number of aircraft available and/or the ability to customize them either for aesthetic or mission-specific purposes, After all, there’s no such thing as too many aircraft (except when they’re lined up on the taxi way in front).

Some players requested the ability to disembark aircraft in order to fix or adjust exterior components, refuel, and load cargo. We're still debating whether Icity should include a ground game, so please let us know your thoughts about these suggestions.


VR and Multiplayer Implementation

We heard this right from the go … VR please! Also requested was some form of multiplayer option to permit a co-pilot or other aircraft to participate in city building activities. We also received some suggestions for multi-language support, which makes a lot of sense given how many countries around the world have Icity players.


Building Interaction and Animations

Icity pilots use aircraft to make buildings, and players requested that the buildings themselves be animated and integrated into the game in a more comprehensive way. Animating the construction process was the most requested feature related to city building. Also requested was the ability to disembark the aircraft to visit buildings and constructions sites. We're still trying to decide, so us know if a ground game woud help or if it's better to keep the planes in the air!


The Game Plan

Given the feedback we’ve received so far, we’ve constructed a plan for the game that we intend to begin rolling-out over the next few updates. This July we’ll start the development of a new aircraft to test out some of the ideas and suggestions we’ve received, and will follow that in a following update with a new building type that incorporates the feedback about city-building features. We’ll also investigate the technical requirements to bring VR, multiplayer, and multiple language support into the game, though we haven’t determined their feasibility just yet.


Thanks again for all your ideas, and also for your support in this early access phase of Icity’s development! Please keep sending suggestions and feedback on how to improve the game for everyone. Happy Flying!

June 2017 News

Hello Everyone - in the May 2017 update we mentioned that the next update is scheduled for July, as Icity is now in a planned 2-month testing and review process. We're now half way through, and we have some very early results to share!

The big idea is to take a step back and look at the big picture, to see where the game development should be focused, based upon testing and community feedback. We're evidence-based here, and we like a crowd.

So far, the top 3 things identified:

1. bump up the level of flight-sim sophistication, which may include things like:

- more aircraft (both mission specific and general purpose)
- increase in technical sophistication for aircraft systems (things like landing gear, exhaust vents, flaps)
- ability to customize aircraft (colours, upgraded parts)


2. integrate the city building aspects of the game into a game economy, and strengthen the connection between buildings and aircraft (perhaps more directly interactable systems)


3. add more detail to the game's overall presentation via animations, customizable parts, and terrain features.


This June we'll continue to review these and other ideas with an eye to improving the development plan for Icity. Of course, we'll also go to the beach for a while ... a great place to contemplate the big picture, but mostly we'll be working away in the hangar. Let us know your ideas - we welcome your thoughts and feedback on how to improve Icity: A Flight Sim ... and a City Builder!

May 2017 Update Now Available



The May 2017 update is now available for Icity ... a Flight Sim and a City Builder.

It’s May already, and though there’s still a fair amount of snow lingering around the ol’ hangar (we are in Canada, after all), the days are getting longer and it’s a great time to set ones’ sights a bit farther afield than the woodpile next to the stove. To help with the wanderlust, we’re introducing a few new features this month, including procedural terrain, Seed Node upgrades, greenhouses, and presets for the day-night cycle.

A very early-prototype of a new infinite, procedural terrain system is now available to try out in the Game Options > Terrain Options menu (press ‘G’ with the default keyboard layout). Did we mention it’s a very early prototype? There are no terrain textures available yet, and it does not support the Building printer module, though it does open the hangar-door a bit so pilots can try flying and navigating long distances to see if it’s a direction we should be taking the game. Early-access at full-strength, so to speak.

As you know, the city-building aspect of Icity can be somewhat automated by placing Seed Nodes on the map, which create and grow new building clusters. Last month we introduced the ability to “auto-generate” Seed Nodes, and this month we’ve upgraded the system again to permit each node’s customization by linking special buildings that will increase it’s efficiency. The objective is to more closely link Seed Nodes to the game’s forthcoming economy system.

Each Seed Node can now be upgraded by attaching up to 3 specialized buildings, including factories, offices, and the new greenhouse building type. Factories retain their ability to convert Refined Cubes into more valuable Crystal Products, while the other building types will effect productivity or boost capacity. Factories and offices can still be made with the Building Printer module (as independent agents, not linked to a Seed Node), though we’re seeking feedback whether to move them exclusively into the Seed upgrade system, as is the case with the new greenhouse building type. Seed Node upgrades are controlled in the Game Options > City Building Options menu (press ‘G’ with the default keyboard layout).

Greenhouses are a new building type that (in future game versions) will increase the size of a Seed Node cluster by allowing more buildings to be made. We’re evaluating whether to introduce a food supply system into the game (that is, players would order food cubes to be delivered on the Supply Shuttle, which would then be consumed at Seed Nodes), so if we experiment with that, the greenhouses may also play a role to reduce food import levels at the expense of a Seed Node upgrade slot which might otherwise be used to boost productivity. Choices, choices … .

A new feature has been added to the Day-Night cycle (access in the Game Options menu: press ‘G’ with the default keyboard layout). The default setting advances the game through periodic day and nighttime periods, the relative length of which can be controlled in the Game Options menu. Players now have the option to fix the time-of-day at one of 4 preset selections, which is a great way to quickly try different lighting levels. If you need to build your night rating, or you just like being in the aircraft’s spotlight, so to speak, then this is the control system for you!

This May 2017 update marks a special place in Icity’s development schedule, and we are now entering into a planned 2-month testing, review, and evaluation process (and we’re just hoping beach weather will soon be here), so the next update is scheduled for July 2017. Happy flying everyone!

April Update now Available !!!

The April 2017 update is now available for Icity ... a Flight Sim and a City Builder.

April means that Spring will soon touchdown at our studio, and that means it’s time to clean out the ol’ cobwebs in the hangar, so to speak. To help speed things along, this month we’ve focussed on cleaning up the ol’ code in preparation for new developments, so most of the changes are out-of-sight under the hood. However, there are a few visible upgrades to help keep the information flowing smoothly, including a few new Smart Display panels for the resource modules, a re-designed interface on the co-pilot’s Payload Module screen (for the cube transport module), and a new RPM gauge on the pilot’s Avionics screen.

The Smart Displays are special pop-up panels which show when the Base Aircraft is attached to a cargo module, which are useful for controlling payload module functions when the camera view is set to an exterior view (and the aircraft’s instrument panels are not in the picture). They’re very helpful when trying to maneuver the aircraft at the same time as controlling a module. New this month are Smart Display panels for the Cube Transport Module, the Passenger Transport Module, and the Slurry Transport Module. The Smart Displays can be deactivated in Game Options (press ‘G’ with default keyboard to access) in case you’d like to get a clear screenshot.

The Cube Transport Module interface on the co-pilot’s Payload Module Screen has also been re-designed with the intention of making it more intuitive and easier to operate. Thanks to Alain for letting us know about the issues there!

A new Propellor RPM Gauge has been added to the left side of the pilot’s Avionic’s screen (press ‘E’ with default keyboard to display), which should be helpful when starting the aircraft. It provides the same reading as the RPM counter in the pilot’s Aircraft Diagnostics screen (press ‘Y’ with default keyboard to display), and saves the step of switching between these information screens during the start-up procedures. We like that pilots can often view both the throttle handle and the new RPM gauge at the same time, when setting the RPMs over the 600 revs threshold required to engage the Flight Lock button (try using cameras 0 or 1 to do this).

Happy flying everyone!

March Update Now Available



The March 2017 update is now available for Icity ... a Flight Sim and a City Builder.

Flying can get busy at times, so to help smooth things out over the ice field,
we've added a few new ways to place Ice City on cruise-control and to keep an eye on all the action.

New seed nodes and factories can now be "auto-generated" in the Game Options panel. With the press of a button, up to 5 seed nodes can be auto-generated in a random pattern centred upon the airport, and up to 3 factories centred upon the crystal mine. Additional seed nodes and factories can still be printed at the Workyard Printer, and then be placed is specific locations using the Relocator Hoist module.

To help manage factories, a new Automat route is now available. Automat 2 transfers Refined Cubes from the Crystal Mine to factories, then collects their Crystal Cube products for storage at the Airport Warehouse.

These new automatic systems are great, though it's still important to keep an eye on all the progress. A new Security Camera system provides access to different places at the Airport and the Crystal Mine, and to Automats to help keep track of their activities. The Security Camera system can be accessed by selecting camera '6'.

Happy flying everyone!

February Update Now Available

Good News! The February 2017 update is now available for Icity ... a Flight Sim and a City Builder.

February can be a very busy month, so to help with the flying we've introduced a new system to automate the transporation of resources. Introducing the Automat, a new type of aircraft which can help transport workers and slurry, and which is now available for testing on a route between the new Operations Centre, at the airport, and the Crystal Mine facility.

The Automat can be activated via the Logistics Panel, and can help supply the Mine while pilots are busy doing other things ... like city building and coffee drinking. Happy flying!






January 2017 Update



Happy New Year everyone from Icity ... a flight sim and a city builder! The January 2017 update is now available with some big changes ... new aircraft and new buildings!!!

Pilots can now try out the zippy little Firefly Mark.I and the larger Dirigible Mark.I, two new aircraft which can be accessed via the Game Options menu (while in-game, type 'G' with the default keyboard layout). They share the BA3's control layouts and startup procedures which means the Ice-City pilots are now cross-certified. Awesome.

The Building Printer module can now make 2 new houses, 2 new offices, and 2 new factories, which will help Ice City develop with style. A great way to start the new year, with new aircraft and new buildings!

December Update Now Available



Icity is a flight sim … and a city builder, and we have good news! Our first game update is now available, and is based on the great feedback that we’re receiving via our website, social media, and the Icity Community Hub on Steam. There are many improvements and new features for flying and city building, including:

  • A key-mapping system with new keyboard layouts.
  • A “hot-key” for attaching and releasing Cargo Modules.
  • A “hot-key” to centre aircraft flight controls and hold position.
  • A major overhaul of the Fine-Adjustment system for thrusters.
  • Data-overlays on the Satellite Map view.
  • New velocity indicator on the HUD.
  • A “buddy drone” camera view.


We’re also getting ready to introduce multiple building styles, and have included an early look at the upgraded Building Printer controls to try out ahead of time, along with a new House style.

And perhaps most important of all … the pilot seats now have adjustable armrests and cup-holders! Building a city can be hard work, even while sitting in the BA3’s comfortable pilot seats (and the cupholders were a popular request).

We’ve made a little slideshow on the Main Menu to view Icity’s first updates. Thank you everyone for your feedback and suggestions so far ... we're still working to include more!