FIX: Low level citizen were not able to apply to the soccerfield job open positions
FIX: Several navigation bugs fixed
FIX: Barns building names were missing
FIX: The city panel was broken in Sandbox mode
FIX: The cinema has been hidden until the next update (not available yet)
FIX: Firework button was not working in Sandbox mode
Known issues
KI: Light poles glow during the day KI: Some viewmaps are visible but are not used yet
Silicon City v0.36.3 patch notes
Patch content
NEW: The new needs and moods system is available. Buildings provide 7 types of needs (Health, Security, Education, Shopping, Culture, Social interaction and Sport). Some are provided around the buildings, other are provided when the silizen visit the building.
NEW: Silizen now require more attention. They have needs that evolve with the level of the city. This mean that your challenge will be higher with bigger cities. Click on their profil to discover their new skills and needs.
NEW: You now start with dirt roads instead of tar roads. They are cheaper but you cannot build bridge and the car speed limit is lower. Tar roads are unlocked with city level 2.
NEW: New buildings are available ! Elementary school, theater, concert hall, E-sport stadium and a lot of new parks and statues. Discover them in the tool bar.
NEW: Missions in classic mode have been totally rewritten (thanks to Aurel). They now fit with the new features.
NEW: The game main toolbar shows new icons and 3 different sorting: by needs, by size and by skills. You can switch between them by clicking on the figures 1, 2 and 3 at the bottom left of the screen.
NEW: New monuments are available for your city ! The first silizens, In memory, Liberty and much more !
NEW: The city is enlighted ! Buildings windows shine at night, street lamps can be placed and turned on as well.
NEW: Silizens now follow path along few buildings models. They walk on path and avoid fountain or walls. More buildings will be converted to this system step by step.
NEW: We added custom cursors in the game. They will give you more tips about the action you're going to do if you click !
NEW: New leaderboard are available for you to show your mayor skills. The GDP (Gross Domestic Product) is a calculation of several city data (% of employment and silizen skillset). It reflect your level of mastering of the game :)
NEW: Missons in classic guide you through more steps than ever.
FIX: The number of blocks built is not reset correctly, which causes errors in the process of unlocking Steam achievements.
FIX: A silizen who wants to take his car can collide with a silizen who wants to leave his car. Traffic is sometimes blocked because of this.
FIX: Flames and smoke appear at square 0;0 when a fire starts.
FIX: Improved performance in data visualization mode.
FIX: Trees are missing on a specific forest block.
FIX: Ocean glitch at map border has been fixed
FIX: Budget calculation fixes
FIX: Citizen do not glow with no reason
FIX: cars did not stop at traffic light (bug introduced in 0.36.1)
FIX: farm water tank were magenta sometime
FIX: Performance improvement
UPDATE: A delay has been introduced before automatic mission complete. This way you'll no longer build something by mistake on a mission complete.
UPDATE: Educational building moved to public service category
UPDATE: Citizen's flat circle can be selected in flat viewmap mode
UPDATE: Babies and kids don't pop as tourists. They can only appear if 2 citizens goes to the hospital and generate a child
UPDATE: Faceblock indications fits the 3 state viewmap legend (happy, neutral, unhappy)
UPDATE: Cost of residential area have been decreased from 200$ to 150$
UPDATE: The building menu now have stunning miniature of the blocks you will be able to build
UPDATE: A new satisfying builing effect have been added
UPDATE: Industrial blocks have been improved with chimney, industrial style and smoke
UPDATE: Farms blocks have been improved with barns, fences and tractors
UPDATE: You can launch fireworks from the building panel (if the building allows it)
UPDATE: You can disable the overview camera in building panels to improve the performance on small PCs
UPDATE: We added funs building statistics as "number of fire extinguished" or "number of menue served". You can see them inside building panels.
UPDATE: Silizens now stay a bit when they have things to do (sport, buy things, eat at restaurants, ...) instead of hop in and out
UPDATE: More viewmaps are available and selectable in the viewmap menu (fire safety, health, shopping, education, ...)
UPDATE: Silizens tweet when they improve their skills
UPDATE: Some UI elements in panels can now be collapsed for better readability
UPDATE: Misc. graphics improvment. Such as flashing lights on vehicles, new ballon shapes, reflection in windows, ...
UPDATE: A delay has been introduced before automatic mission complete. This way you'll no longer build something by mistake on a mission complete.
UPDATE: Educational building moved to public service category
UPDATE: Citizen's flat circle can be selected in flat viewmap mode
UPDATE: Babies and kids don't pop as tourists. They can only appear if 2 citizens goes to the hospital and generate a child
UPDATE: Faceblock indications fits the 3 state viewmap legend (happy, neutral, unhappy)
UPDATE: Cost of residential area have been decreased from 200$ to 150$
Known issues
KI: When a gifted building is destroyed, it is not possible to build it back
KI: Industries do not have the correct models.
KI: Some viewmaps are visible but are not used yet.
More than a dozen new buildings come into play
Polycorne is proud to announce the release of the new version of Silicon City, 0.36. 3 more versions before the release of the game. This is the most important update since the beginning of the development of the game, where all the balancing has been defined and redesigned to link the buildings and the citizens.
A new city evolution system
Citizens show what they need to evolve within the city.
We have worked to make the understanding of the daily life of silizens more accessible. The citizen's descriptive sheet is now adorned with 3 tabs that correspond to the activity, skills and needs of the citizen.
It is by following these indicators of need that the mayor will be able to make his citizens happy. When they see their needs met, they can access the next level and bring in more money.
This increase in revenue is crucial for the mayor to improve the city's infrastructure.
The arrival of cultural buildings
Your citizens eager for culture and art and wish to attend shows or exhibitions. We have put at your disposal a panel of cultural buildings. They will also radiate on the attractiveness of the city.
Patch notes
You can find here the patch notes article detailing everything that has been added to this new release
Polycorne news
We were at PAris Games Week. We had the chance to participate to the PGW 2022 by putting Silicon City in free access during the whole event. A few hundred players had the opportunity to test the game and give us feedback. Some of this feedback has already been integrated into the game through versions 0.36.2 and 0.36.3.
What's next We are working on the last major feature of the game: the elections. We will release a BETA version soon for those who want to test this system before time.
Silicon City v0.35.9 patch notes
Patch content
FIX: Papy McCornick is blind (no eyes)
FIX: Solar panel flying in the sky on building preview
FIX: Error during navigation
FIX: Procedural roofs are black in viewmaps
FIX: Citizen get stuck somehow
FIX: Factories graphic glitch in dataview mode is now fixed !!!
UPDATE: More cars are visible in the streets. The silizen are now able to use their cars as soon as they have one.
UPDATE: Tooltips size are adjusted in a better way
UPDATE: You can change the shortcut keys in the game settings
UPDATE: Input tooltips now display the key binded to the action in the settings
UPDATE: Memory footprints improvements
UPDATE: General performance improvements
Known issues
KI : When a gifted building is destroyed, it is not possible to build it back
Silicon City v0.35.7 patch notes
Patch content
FIX: The sentence in the status line of the building (bottom was wrong). Text now count the number of available jobs in the building.
FIX: Graphic glitch with carrot crops
FIX: Exception raised when Discord is not connected to Internet
FIX: House lvl0 still have residents after downgrade
FIX: Silizens coming back from delivery don't hide bubble
FIX: Hats appears slightly rotated on the head of the silizens in 3D mode
FIX: Tweets from profiles the mayor follow don't show up in the mayor tweetboard
FIX: "Help the farmers" mission has the wrong unit
FIX: When fire destroy the city, powerbals are stuck in the middle of nowhere
FIX: Silizens do not keep their car color between two car trip
UPDATE: You can now play with camera options (such has travelling, 2nd camera for video capture, camera rotation, etc...) by pressing F6. Documentation will follow.
UPDATE: You can display the shortcut key by pressing "?"
UPDATE: Dutch language has been added to the game. You can select it from the ingame settings.
UPDATE: Clicking a second time to a building in the building bar will unselect it
UPDATE: Disasters button now display in every mode as soon as a disaster is ongoing in the city. You can switch between two disasters using prev/next disaster button
UPDATE: As a player in Sandbox mode, I want to have a disasters toolbar
UPDATE: Memory footprints improvements
UPDATE: General performance improvements
Known issues
KI: When a gifted building is destroyed, it is not possible to build it back
KI: Factories 3D models are a total mess in data view
Silicon City v0.35.6 patch notes
Patch content
FIX: When a NPC get a job, he/she loose his/her hat
FIX: Story03 throw an error at last mission
FIX: Fires sometimes disappear unexpectedly
FIX: NPCs loose their hat after a savegame load
FIX: Locked area indicators are rendered over databars
FIX: The key are incorrectly displayed if I have an AZERTY keyboard
UPDATE: You can now generate disasters like fires or meteor
UPDATE: Thanks to a new panel, laptop players can move the camera easily with their track pad
UPDATE: Sandbox saves can be identified thanks to their icons
UPDATE: Silizens now have cute face!!! Discover them walking around in your city
UPDATE: Silizens show theirs faces in the menus and the dialogs!
Known issues
KI : When a gifted building is destroyed, it is not possible to build it back
KI: Factories 3D models are a total mess in data view
Silicon City Politics: Unlimited playtime through re-elections?
How will you implement the re-elections system?
The election system will be periodic. Every 4 years in the game, new elections will be launched and will be the occasion for the mayor to move up in level: the citizens’ vote will decide this. For citizens to vote for you, they must be happy in your city. On the other hand, having more than 50% unhappy residents will not work in your favor, and you will not be re-elected. We have modelled ourselves on the reality of the Western world, i.e. municipal elections. So there will be a test to pass this checkpoint in the game, and if the player does not manage to pass it, it will be Game Over.
What will be the changes compared to the current versions of the game?
Indeed, all this political aspect is not yet implemented, except for what can be seen in the Silizens' Twitter. The followers will be used to measure and show how popular the mayor is with his citizens. The interface is being developed: where is the happy and unhappy population? How many subscribers and non-subscribers are there to the mayor? All the analytical data that goes around politics will be visible, as well as the game pop ups with re-election events. The player will be able to know if he is good in the polls or not, what issues need to be solved before the elections in order to be re-elected and to be able to continue playing. Mayor's ranks will also be added, which will unlock new buildings according to new needs. The higher the mayor's rank, the greater the needs of the citizens to be met.
Are you trying to make the game time unlimited?
Indeed, we aspire to make a creative game. The goal is to give players a tool to play with the algorithm of evolution of a city according to what he will build, and on the other hand to give him the tools to develop his creativity, like a canvas on which the player can paint, erase and start again infinitely according to his desires. The unlimited life span is related to the creative tools the game offers. As in all CityBuilders, the game is unlimited, there is no end goal. Here, as long as you have money and as long as the citizens vote for you, the game continues and you can continue to do whatever you want.
What competition will the player face in the election?
When the elections come every 4 years, the player will have to face a fictitious political opponent who will confront his ideas with those of the mayor. This opposition will be added for story and narrative purposes.
How will the difficulty of the game be adjusted to the player? Will it be increasing?
There are two ways to manage the difficulty: the first one is when the player starts a game and he can choose the difficulty level (which will vary different parameters afterwards), while the second one is a difficulty undergone by the player, which is due to the progression and the increase of the needs and things to manage during his progression. The level of difficulty of the game will be linked to the level of development of the city. During the first municipal elections, the challenges are lower because the city is less developed and the citizens have fewer expectations. The more developed the city is, the higher their expectations are, and the more points the citizens will be dissatisfied with. "With a great city comes great responsibilities."
What would it take to be the ideal mayor and be re-elected for sure?
To be the ideal mayor, I think you have to build your city little by little, follow your citizens and optimize the population density and the productivity of your businesses. You have to think about solving the problems of your citizens before trying to "expand" your city, which means that you have to make your citizens happy too. The game provides several tools to improve the player's understanding of why the citizens are unhappy. Finally, it is important to find the right balance between managing the happiness of the citizens and the money that comes in. I don't think that the game allows you to be a perfect mayor: it will be up to the player to determine where he will put the cursor, i.e. if he will put himself at 50% and thus have enough money to build more, or if he will put himself at 80%, which will make the game more difficult because less money will come in the coffers.
Silicon City v0.35.4 patch notes
Patch content
FIX: Sunflowers back texture is bugged
FIX: When playing an offline, the story progression is not saved
FIX: Houses have their door at the opposite side of the road
FIX: There is a construction sound when I click even if I cannot build something
FIX: When a save migration fail, there is no error message displayed
FIX: Population text on the city status panel doesn't wrap if the text is too long
FIX: Missing translations
FIX: In story 01, "make some room" do not use the good video
FIX: When the game is saving, I can ask for another save before the first one finished
UPDATE: New city status panel information
UPDATE: You can now customize the shield of your city. Each new city rank will give you more options (colors, shapes, ...)
UPDATE: Your Discord friend can see you the details of your current Silicon CIty game
UPDATE: Building selection visual effect is now totally linked to the view your are using. If the building is visible, the selection outline the building. If the building is not visible, the selection outline the cell.
UPDATE: Bulldozer and dezoner tools have been updated to allow better destruction options
UPDATE: In silizen lists, you can open the silizen profil by clicking on their row instead of their button
UPDATE: Mission objectives can now display percentage
UPDATE: You can now reimburse your ongoing loans
Known issues
KI: When a gifted building is destroyed, it is not possible to build it back
KI: Factories 3D models are a total mess in data view
Silicon City's energy management program: the Polycorne interview
Discover how Polycorne integrated energy management in Silicon City. Between game design, user experience, challenges and problems encountered, the Polycorne team answers your questions!