Temperature will now be shown during the building placement phase of a production building.
Same satisfaction modifier sources will now be shown during the building placement phase. For example, when placing a Table, it will show the pin and range of the other Tables, Serpentine benches and Outdoor lounges, but it will NOT show the range of the Canteen as this is a different modifier.
Housing now displays their satisfactions when a satisfaction view (Wellbeing, Knowledge, Social, Culture) is opened.
Balancing
Changed the layout of the Last Resources scenario of the Firestorms campaign:
The map now encourages to explore upward as well.
Ashy kernels will take more time to kill other plants, and Petrified giants are placed closer to better showcase their interaction.
Resources can be harvested with fewer picker’s cabins at the start of the game.
The map is more “sandy”.
Modified plant category for certains plants :
“Smelly” removed for Riverbank Finger
“Resilient” added to Spike Tree, Plains Shell and Orange Hydra Tree
“Decorative” added to Bamboo Flute
Replaced Pincushion Shrub cluster North-East of spawn by a Bamboo Flute cluster on A Beacon in the Sand scenario in The Anchoring campaign
Reduced Technology exploration weight from 1 to 0
Modified Monument and Sand Furrows district score:
moved Auditorium from its former category to be with Spherical Forum and Embassy (both districts)
replaced Canteen by Grain Farm in the remarkable buildings list of Sand Furrows district
Food needs are now enabled at the same time as water needs in the tutorial
Increased duration before fail of the following City Events: Burnout (No Sick Citizens and Well-Being at least 4), The Fabled Chamber (produce enough Clean Water for a cycle), Refusal (produce enough Food for a cycle).
Modified research cost for analysis unlock:
“Environmental Impact” : from 50 science to 10 tools + 20 science
“Ground Quality”: from 20 tools 200 science to 10 tools 70 science 50 heritage
Bugfix
Integrated revised translations, improving text quality across all supported languages.
Fixed a bug where citizens would not bring harvested resources back to the harvest workshop after executing an action that kills the targeted plant
Fixed collectable prop feedback of the amount of resources given by the Rip Out action : position and display (mirrored text)
Fixed a bug where the player could open the analysis result screen while in other interaction modes, which could result in various visual glitches
Fixed a bug where saving during the destruction animation of a building could lead to various bugs
Fixed the Assignment Tower destruction animation
Reduced default amount of priority resources to 0 on the small warehouse
Fixed a bug where the color of terrain with high organic matter in Mossy biome didn’t change at 60 temperature
Fixed a bug where the citizen of the Pharmaceutical Factory in pause were displayed in front of other environmental props
Feedback & Interface
Temperature will now be shown during the building placement phase of a production building.
Same satisfaction modifier sources will now be shown during the building placement phase. For example, when placing a Table, it will show the pin and range of the other Tables, Serpentine benches and Outdoor lounges, but it will NOT show the range of the Canteen as this is a different modifier.
Housing now displays their satisfactions when a satisfaction view (Wellbeing, Knowledge, Social, Culture) is opened.
All analysed plants will now feedback the yield of its grown state or its alternative grown state when placing harvesting orders. For example, you will see the amount of harvested resources even if the plant is currently growing.
Increased the glow on small researches available
Tablet researches and their information and icons are no longer hidden even if the adjacent research is not unlocked.
The game window now changes instantly on carousel selection in options panel, and refreshes resolutions list. It also fixes the list of resolution not being the right one when using a second monitor with a different resolution of the main monitor.
Changed the display of access buttons to other interfaces (book of knowledge and analysis history) to add a new button to access the Research tree, and make them more visible.
Right button of victory popup and defeat popup are now yellow
When an expedition is preparing in the city, the expedition preparation information are now removed from the selected panels in exploration to avoid confusion
The tooltip when placing a house is now displaying the temperature the same way as it is displayed when selecting a built house (will now display for example “50/60” instead of “-10”
Added new Production Task icons for some alternative recipes. Useful to differentiate tasks in the research panel.
Visuals
Improved shadows of various buildings :
Wind Catcher
Explorer Nexus
Paper Mill
Art Workshop
Update 1.0 - Corrective patch #1
Hello everyone!
After the hotfixes, we're on for corrective patches! Some thigns we've found internally, some things you're reported to us, fixed as much as possible! Mainly Bugfixes and Interface/feedback tweaks, but also a tiny bit of balancing and visual adjustments!
Also, as a small follow up on 1.0 release, if you liked the game and did not review it yet, do not hesitate to leave a positive review! We're close to fall under 70% for recent reviews, which would be bad for algorithms (it's always the algorithms!) Given that the overall amount of recent review is a bit low, every single positive review can make the difference! Thanks for taking the time to do it if you enjoyed, and enjoy playing Synergy.
Now, on to the full patchnote! Have a wonderful day
Update 1.0 - Corrective patch #1 - 23/04/2025
Balancing
The first district threshold is now set at 300 instead of 350.
Bugfix
Fixed "Have N healthy with a certain health" objectives often ignoring one plant.
Fixed the "storage full" feedback not disappearing when the Explorer hut is emptied by a water tower.
Fixed the harvest interactions of the Spiketree in its “overgrown harvested” state.
Fixed the cooling interaction with the Bunch tree in its “overgrown harvested” state.
Fixed the display duration of the production recipe, which did not take into account the number of citizens in the building, and therefore displayed a different value from the recipe value in the building panel.
(Mac only) Fixed the pontoon reversed visual visible on Mac with anti-aliasing disabled.
Removal of the ability to move the exploration map during the appearance of zone destinations, to prevent destinations from being visually displaced.
Fixed the throated water lily interaction notification saying "wounded" instead of "intoxicated".
Fixed some texts having different fonts used in the middle of a sentence in Polish.
Fixed several overflowing and misaligned texts in Japanese in the panel of a selected square.
Fixed the Japanese font sometimes misaligned in height.
Added a missing space in a Spanish text.
Feedback & Interface
Added the following in the production recipe choice popup:
All the resources that the building can produce are now visible instead of being hidden by a lock icon. (The lock icon is still visible but on the side.)
These resources can be hovered over to obtain their full tooltips, which are useful for finding out their names, their obtainments and their uses.
All resources in recipes can now be hovered over to get their full tooltips, for the same reasons.
Plant tags (i.e. “resilient”, “fruit-bearing”, “invasive”), which are used for district scoring, are now visibles in the plant panel.
In “Rip out” mode, the resources obtained are now visible on top of the collectable props. This makes it easier to see and understand “Rocky amalgam” and “Technological Ruins”.
Resources in production recipes are now always sorted in the same order.
Harvested areas of other harvest buildings are now more visually different than the currently selected harvest building.
A selected plant in its “overgrown harvested” state will now display its “overgrown” state info instead of its “grown” state info.
The button “Yes” of the “Back to the main menu” and “Quit the game” popups is now in Yellow and placed on the right side of the 3 buttons.
Sandglider garage will now highlight houses in its range during the placement phase.
The resource uses tips that now say “Build structures” instead of "Craft structures".
The glowing outline that highlights the requested quantity of the cellar during the tutorial now better fits to the list of available resources.
Visuals
Various adjustments on dynamic floors.
Footprints of buildings placed in the Mossy biome will now react to dynamic terrain. (For example, a building placed in a hot mossy area will now have its footprint turning brown instead of staying green.)
Improved the shadow of the Ocular stem plant.
The Ocular stem plant should now wave in the wind.
Update 1.0 - Hotfix #2
Hello again!
We're deploying another hotfix, as some pretty annoying issues were still there, and we've been able to fix them.
Thanks a lot once again for your feedback and patience!
Update 1.0 - Hotfix #2
Fixed a bug where the game could be stuck on an infinite loading screen when starting the tutorial after selecting the easy difficulty on another scenario
Fixed a bug where citizens would not bring available dishes to canteens
Update 1.0 - Hotfix #1
Hello everyone!
Today we're pushing a hotfix live, taking care of the main issues you've been facing with the 1.0 release! There was different problems with overall ressources monitoring that was in some cases not handled the right way ; sometimes not handled at all by the citizens. As this is a pretty tricky bug, if anything like this still happens to you, please tell us either here or on Discord!
We also wanted to take the occasion to thank you all for your support since 1.0, enjoying the game, giving us contructive feedback about your experience, positive or negative. If you're enjoying the game, do not hesitate to leave a positive review! It does help a lot :D
But without further ado, here's the full patchnote :
Update 1.0 - Hotfix #1 18/04/2025
Fixed some cases of food storages not correctly updating food distribution.
Fixed some cases of resources monitoring showing incorrect amount of resources after reloading a game without leaving the game.
Fixed a bug where buildings would not correctly be supplied in water from a water storage after changing the production task.
Added an objective to introduce the research of Planks in the Cutting Station, in the scenario “Last Resources” of the campaign “Firestorms”
Changed the term “Collect Resources” to “Obtain Resources” in English. For example, the related objective will now state “Obtain Planks” and not “Collect Planks”.
Fixed the term “Seeding” which was sometimes called “Shelling” in English.
Full Release Out Now!
Hello everyone,
The moment we’ve all been waiting for has arrived. Synergy v1.0 is finally out now with a 24% launch discount!!!
/!\ Warning: Your current save will not be compatible with this new update, meaning you need to start a new game to play on the 1.0 version. But don’t worry—if you play on the release_0.5 branch, you’ll still be on version 0.5, so you can finish your current game before switching to 1.0. To access the release_0.5 branch, follow these steps:
Right-click the game in your Steam library.
Select "Properties."
Go to the "Betas" tab.
Choose the release_0.5 branch and update the game.
Terrain visuals now adapt to their properties — humidity, temperature and organic matter — creating a more immersive experience. See your actions reflected on the land, from fertile growth to parched devastation as seasons change.
Dry Seasons & water crisis
The dry season hits harder than ever. Lakes dry up entirely, forcing you to rethink your approach to water management. Maintaining canals and securing water sources becomes crucial as the land withers under relentless heat.
Rising temperatures
Temperature is no longer constant throughout the game. It increases as time progresses, with harsher dry seasons testing your city’s resilience. Extreme heat now impacts productivity, slowing down output in exposed buildings. New tools are available to help mitigate these effects, but only if you plan wisely.
The threat of defeat
Synergy now comes with real consequences. If illness, death, or failed events accumulate, your city’s prosperity will collapse. A subtle but persistent indicator in the HUD will warn you when things are heading into critical territory. Fail to turn the situation around, and your journey will come to an end.
WATER MANAGEMENT
Water distribution is now fully automated. Water Towers share a unified inventory, effortlessly collecting and distributing water across your city. No more manual transport, water flows where it’s needed.
A dedicated heatmap ensures your network covers every corner of your city.
EXPLORATION OVERHAUL
The exploration system has been revamped for a more strategic experience. Certain valuable resources are now guaranteed, allowing you to plan your expeditions with greater precision.
Each zone offers a unique reward: tablets, new plant species, tech artifacts, or resource exchange contracts. Completing all three destinations in a zone guarantees the reward.
Expeditions are now true journeys. You can visit multiple destinations on a single trip. Before setting out, carefully choose which food to carry, considering their weight and satiation value, as it will affect both the duration and transport capacity of your expedition. Be cautious, though, as your citizens may suffer injury or even death during exploration.
Resource exchange contracts found during expeditions can now be used at the Trade Outpost, a new building that allows instant trades with other cities or isolated groups, providing a vital tool for adapting to various situations.
RESOURCE MONITORING
We've introduced a highly requested feature that lets you track resource production and consumption in more detail. View produced and consumed amounts, with a breakdown of one-time and ongoing actions, along with trends showing whether production or consumption has been increasing or decreasing over the past 40 days.
We’ve also clarified the sources and uses of each resource, making it easier to manage your city.
Additionally, you can now set production limits to avoid overproduction and waste, as well as consumption limits to ensure you’re prioritizing essential needs, such as citizen vital needs and exploration.
PLANTS IMPROVEMENTS
We’ve simplified plants while enhancing their specific features and aligning them with the new dynamics.
In particular, we’ve strengthened the connection between plants and the dynamic soil visuals, ensuring their needs now directly correspond to the stages of terrain appearance.
The plant UI has been simplified, presenting harvest information in a single, clear entry. Additionally, detailed data on individual plants is now accessible, allowing for more precise management.
To further enrich the planting experience, all known plant species can now be planted directly from the nursery, without exception.
Harvest actions now function as modifiers to the base action, offering a variety of choices when gathering resources. For example:
Shearing yields more resources and prevents injuries, but consumes tools.
Scattering seeds results in fewer resources but spreads new sprouts.
Cooling offers no resources but protects plants from heat and drought.
Watering accelerates growth, though it doesn't provide resources.
Additionally, new upgrades to harvest buildings enhance their range and increase the number of tasks they can perform.
NEW CONTENT
New campaign: Gusts of fire
We've introduced a brand new campaign as the core experience, designed for a smoother progression and deeper immersion.
Face a world on the brink across three scenarios, where scorching heatwaves, dying ecosystems, and vanishing lakes push humanity to its limits. Uncover the truth behind the escalating disaster and adapt before it's too late.
Expand your ecosystem with 7 new plant species.
Strengthen your city with 5 new buildings.
DETAILED CHANGELOG
[expand type=details expanded=false]
Main Features
NEW CHALLENGES & ATMOSPHERE ENHANCEMENTS
Dynamic soils:
Visuals of each biome (sandy, mossy and rocky) can now change based on terrain properties (humidity, temperature, organic matter) when passing a specific threshold. These thresholds are also used for plant needs, creating visual cues.
All maps have been reworked consequently.
Dry seasons and water management:
Lakes are dried out during dry seasons: they are visually emptied, pontoons cannot collect water anymore, irrigation pumps stop functioning unless they’re supplied with toxic water.
Pontoons collect potable water by default and have an alternative task to collect toxic water.
Purification basins need to be placed near water (filled lake or filled canals) to reduce their toxic water cost to 0.
A new end game building can collect water from the ground based on their local humidity: the Fungal Sponge.
Rising temperatures:
The temperature will increase as time progresses in the game through more & more difficult dry seasons.
Most production buildings have their production efficiency affected by the local temperature.
Added notifications when a harder dry season appears in the season timeline.
The season tooltip has been changed to display the temperature and humidity modifiers of the incoming seasons.
New tools are added to reduce heat:
A new interaction with plants protects them from heat and drought.
A new end game building reduces heat: the Wind Catcher.
The threat of defeat:
The prosperity score now lights up red when bad events occur: citizen deaths, illnesses, city event failures.
If too many negative events have taken place recently, it's game over!
WATER MANAGEMENT
Water storage is now shared by the whole city.
Water is now absorbed and distributed automatically by water storages to buildings in their range that produce or require water. Water no longer needs to be transported manually.
Added a water distribution view.
Added feedback on top of building visuals when they’re not linked to the water system.
EXPLORATION OVERHAUL
Each exploration region now displays an exceptional reward. Doing all the destinations of a region guarantees the obtention of the reward. These exceptional rewards are: a new plant, a tablet, technological artifacts or an exchange contract.
New exploration reward: exchange contracts. These can be found during explorations and allow you to trade resources for other resources. When you obtain a contract during an exploration, it is permanently available in a new building: the Bartering Outpost.
It’s now possible to explore several destinations in one journey. After completing each destination, you’ll have to choose whether to continue or return to the city.
It’s now possible and required to choose what food to take on an expedition, and how much. Taking more food allows you to explore more, but takes up space in the expedition’s carry capacity.
Expeditions can now be launched even if citizens are not currently available. The expedition starts when citizens have joined the building.
Resource rewards now have their own “exploration weight” determining with the expedition carry capacity how many resources can be transported.
The expedition carry capacity can be increased by the number of citizens in the expedition, and some researches.
Exploring a region no longer leads to an event. Only destinations lead to an event.
Added a new animation when discovering a new region.
Many events have been added and many others have been reworked to better match the new rules.
Exploration regions visuals have been improved for a better readability.
Improved the feedback of the condition “has access to plant” and its reverse “has not access to plant”.
Campaign scenarios now uses a random seed for the exploration map instead of a fixed one.
RESOURCE MONITORING
Resource tooltip:
Shortened resource descriptions and made them more lore-friendly.
Added a section to explain precisely resource multiple obtentions and usages.
Added a section showing the resource statistics:
Amount currently in the city’s storages.
Amount generated over the last 40 days, split between continuous and punctual production.
Amount consumed over the last 40 days, split between continuous and punctual consumption.
Tendency of continuous production vs continuous consumption over the last 40 days, summarized by a colored arrow.
Added a dedicated panel for resource management:
The interface can be accessed through a button in the radial menu in the bottom-left corner of the screen, or by clicking on a resource category, or by clicking on a resource in building panels (such as the production module).
It’s possible to set up production and consumption limits for every resource from this panel.
When a resource consumption limit is reached, buildings stop requesting this resource, consume their remaining stock and pause until the resource stock is greater than consumption limit. You can still use these resources to build, research and all direct actions. Citizens can still eat food and drink water under the resource consumption limit.
When a resource production limit is reached, buildings stop producing this resource and pause until the resource stock is lower than the production limit.
Added feedback for buildings whose activities are interrupted by production or consumption limits
PLANTS IMPROVEMENTS
Plants now display only one harvest action instead of several. This represents the default harvest action consequence. Other harvest actions act as a modifier to this consequence. For example, the Shearing action gives 50% more resources but costs tools to be performed. Another example: Notching action gives Resin instead of the resource shown.
Plants can always have specific resources for a specific harvesting action, and this information is given by surface analysis.
Plants can now be interacted only by one harvest building, which is displayed in the plant panel.
Plants analysis have been reworked to be more in line with the lore. A single textual result is given for surface analysis, which makes for more interesting reading.
All harvest actions have been reworked consequently:
Pickers’ Cabin :
Picking : Basic action. Provides 100% of the resources displayed in the plant’s interface.
Seeding: Converts resources gained into Seeds. 50% of the amount displayed.
Shearing: Provides 150% of displayed resources and reduces wounded and intoxicated chances by 50%. For example, a 40% base chance is reduced to 0%, not 20% ! Use Tools.
Seed Scattering: Provides 50% of displayed resources. Chance of spawning a new sprout nearby. Use Rotten Resources.
Cooling: Does not provide any resources. Grants heat resistance and drought resistance for 12 days. Use Toxic Water.
Arborists’ Workshop:
Pruning: Basic action. Provides 100% of the resources displayed in the plant’s interface.
Notching: Converts the displayed resources into a gain of Resin. 50% of the amount displayed.
Shearing: Provides 150% of displayed resources and reduces injury and intoxication by 50%. Use Tools.
Cooling: Does not provide any resources. Grants heat resistance and drought resistance for 12 days. Use Toxic Water.
Watering: Does not provide any resources. Chance of evolving the specimen to the next stage. Use Toxic Water.
Agricultural Farm:
Reaping: Basic action. Provides 100% of the resources displayed in the plant’s interface.
Uprooting: Provides 250% of displayed resources. The specimen reverts to Young Sprout status. Use Clean Water.
Cooling: Does not provide any resources. Grants heat resistance and drought resistance for 12 days.
Watering: Does not provide any resources. Chance of evolving the specimen to the next stage.
All plants can now be planted in the plant nursery and their costs have been adjusted.
Plant panel now shows the contextual information of the plant. For example, if a plant gives 12 Bark by default but the plant health reduces the amount of resources obtained, it displays 8 instead of 12. Default values can be accessed via a toggle in the plant panel.
Plant spreads will now be much more reliable even in crowded locations.
Harmonized plants growth duration, and reduced growth duration from planted to intermediate state.
All invasive spreads will now behave more aggressively: after having affected a plant, they will continue to move towards other plants.
Plantation mode feedback has been improved: now display valid and invalid cells, and the plant range.
All plants have been reworked.
7 new plants have been added.
Plants presence on maps have been changed and maps terrain have been changed.
Added a wind mask to many plants, allowing them to wave in the wind.
Added a depth texture to many plants, improving their shadow visual.
Research tree:
Several researches have been moved in the tree, and new researches have been added:
Added research giving a bonus to expedition’s carry capacity.
Added research unlocking the new buildings.
Added research unlocking the new harvest tasks.
Added research increasing harvest building range and number of tasks.
Added research increasing the Fertilizer and Mineral enhancer ranges.
Added research increasing the temperature resistance of production buildings.
Most researches costs have been adjusted.
Tablet researches have been changed.
Research Center research is now pinned at start in all scenarios.
Districts:
Added a feedback on top of houses that don't belong to a district.
Display contribution score of buildings and plants belonging to a district when its square is selected.
Display a preview of the score changed in extension placement mode.
Display potential contribution score of all buildings and plants during extension placement mode.
Replaced the Tea bar, Canteen and Kitchen category by a Picker’s Cabin, Arborist workshop and Agricultural farm category in the scoring of the Sand Furrow district.
Increase district extension area size (from 15x15 to 19x19)
Reduce district first extension costs, and change the costs of intermediate extensions to be more accessible.
Inverting increase research point stock threshold bonus from monument and observatory district with knowledge and culture threshold bonus from greenpark and display district
Tutorial:
Adjusted the tutorial according to the new features.
Added dedicated sections in the tutorial interface, accessed through the “?” button in the top right corner of the screen.
Other Changes
Content:
1 new campaign with 3 scenarios.
5 new Buildings.
2 new Resources : Spice & Yeast
Spice is used in Complete meals and Yeast is used in Bread.
7 new plants.
15 new exploration events.
Balancing:
Citizens will now eat the food that replenishes their hunger the most in priority.
Increase some late game resources craft speeds.
Reduce healing duration and remove cost from weakened serious.
City event social and culture+knowledge can appear for the first time 20 days later.
Resources:
Mushrooms:
The Kitchen no longer spawn mushrooms.
The Decomposer now spawn mushrooms at a very high rate. Pro tip: these mushrooms can be harvested automatically with the Arborist workshop default task.
Soft fibers:
The Cutting station no longer crafts soft fibers.
The Weaver workshop now crafts soft fibers. It has been moved in the early game section and its costs adjusted.
Paper and scrolls:
The Weaver workshop no longer crafts paper and scrolls.
A new building now crafts paper and scrolls: the Paper mill.
Complete meals:
A new resource is required to prepare complete meals : the Spices.
Spices can be obtained from the Autonomous garden with Ashy kernels, Resin and Seeds.
Breads:
A new resource is required to prepare breads : the Yeast.
Yeast can be obtained from the Autonomous garden with Ashy kernels and Mushrooms.
Ashy kernels:
Now only used in Spices and Yeast.
Planks and Bricks:
Planks are now used from Early game (upper circle of the Research screen) and Bricks are used from Mid game (right circle of the Research screen). All usages have been adjusted accordingly.
Buildings:
Most building constructions are now faster to build, and rebuild!
Most building constructions require less workers, which saves on transportation costs.
All decorations are now free.
Use a fixed cost for the sandglider garage consumption
Pharma Lab:
Infirmary and PharmaLab are now unlocked together
Pharma lab has no longer an additional research for medicine + all base craft are easier AND faster.
Reduce build cost.
Cutting station is now unlocked by default in all scenarios
Increase output capacity of production and harvest buildings to 100 units.
Canteens and tea bars now apply their bonuses even when they're not active.
Allow to assign 5 citizens in the Autonomous garden (up from 4).
Allow to assign 5 citizens in the Foundry (up from 3).
Maps & quests:
All plants' presence on maps have been changed according to the new resources they give.
All temperature, humidity, organic matter and minerals have been changed to correspond to work well with the new Dynamic soil feature, plant needs, and temperature thresholds in buildings. They have been made more readable.
Lakes now apply the “water point” modifier on their shores, over a distance of 6 cells.
As a comparison, canals apply the “water point” modifier in a rectangular range of 10 cells.
As a reminder, the “water point” modifier increases humidity by 30%, reduces temperature by 15°S and increases wellbeing by 5.
Adjusted rocky amalgam spawners rates.
Biome now have a clearer specificity:
Sandy biome is -10 humidity.
Mossy biome is +3 organic matter.
Rocky biome is +5 mineral.
Adjust scores for medals
Adjust all starting stocks.
Adjusted the old campaign to better fit with the new features and progression. It is recommended to play the new campaign, which offers a better experience.
Feedback & Interface:
Show satisfaction sources when selecting a housing.
Added 2 new tabs in the Book of Knowledges:
The Districts tab
The Biomes tab
Replaced the production recipe dropdown menu by a popup menu, which allows to display important informations that were lacking:
Previewing precise costs of recipe, before switching.
Recipes durations.
New recipes.
Shadow bonuses will now be displayed directly, and shadow is displayed as a modifier name. The shadow icon has been added in related texts for easier linking.
Added a shortcut to open and close the list of advanced views. It is rebindable in the options.
Terrain and satisfaction view doesn’t display a value on lakes anymore.
The way the best score is saved has been made clearer: “The score is saved when the objective is reached, and can improve until the Cycle 40.” Victory popup is now displayed again after 40 cycles when the time limit is reached, if the Quest has been already completed.
A checkbox in the Cellar can now disable its food distribution.
Added new illustrations for city events.
Differentiate recommended and mandatory cells during placement phase. For example, pontoons display mandatory cells, while houses display recommended cells.
Irrigation pumps now show preview cells in both directions (instead of only for the current direction).
Pontoons now show previous cells only where they can be placed.
Changed the visual of the button used to close the research screen, exploration screen and book of knowledge screen.
Added an icon for dead state of plants.
Added loading tips.
Clicking anywhere in the loading screen will now display the next tips.
Added "Recommended" tag on relevant campaign cards in the main menu.
Added people in the credits.
Bug Fixes:
Season timeline is now tied to difficulty instead of scenario, which allow for a different timeline for harmony mode.
Consuming a resource no longer refills the hunger or thirst gauge to 0 before adding the resource satiation value to the gauge.
Fixes on harvest module flow:
Fixes when first harvest slot is empty and others are filled with tasks
Fixes on next task selection when finishing a task
Fixes on feedback with missing resources for tasks with a cost
Adjusted pathfinding penalties. Citizens should now be more likely to travel on roads.
Fixed a bug where the Collect buttons of the action menu could stay in the unfolded state.
Fixed a bug where citizens were ignoring priorities on worksites when deciding where to bring resources.
Fixed a bug where it was impossible to use the keyboard to move the camera in the Research screen and the Exploration map when the mouse was over some UI elements.
Fixed housing or terrain modifier construction tooltip not showing when moving out of occupied cell.
Fixed kitchen not receiving the bonus of the Canteen when in its range in some cases.
Fixed varying range modules asking for science or legacy points not starting when gaining points.
Fixed a bug where notifications would be wrongly displayed on reload.
Moved fixed events in “Return from Infinity” that were partly concealed by a mountain prop.
Fixed a bug where the victory popup would wrongly show an unlocked medal, and other score mistakes
Fixed a bug when destroying or moving a Garage that could break the display of houses that were in its range
Fixed infinite loading when loading a game or going back to main menu during a season change
Research graph now cannot be controlled when a popup is visible
Fixed city event fail to not remove citizens in expedition.
Tried to improve dialog bubble.
Drag & drop no longer deselects in research and exploration screens.
Fixed transition from move building to several states not disabling district borders.
Fixed an error on dropped resources feedback when going back to main menu.
Scenario score is now correctly updated if it is improved after the initial victory (within the scenario time limit).
Added “missing workers” feedback on plant nursery.
Fixed a bug where citizens would never reach their destination after a reload, causing various bugs.
Fixed invisible satisfaction gauges in the top of the screen when the game is in japanese.
Removed empty tooltip with error text when hovering the type text of a collectable prop.
Visual fixes:
Fixed outline glitches
Fixed foundry not using outline mask
Fixed a bug where research titles on the selected research panel could be hidden by the panel's close button
Fixed citizens warning being on top of various interfaces
Various UI corrections
Performance & Optimizations:
Tweaked some settings on pathfinding which should slightly improve CPU usage.
City resource categories refresh, pinned researches list
Optimizations on houses satisfaction score update
Optimization on feedback worldspace showing or hiding
Performance optimizations on inventories resource need or remove requests
Visuals:
Lots of optimisation, mainly focused on atlasing and changing textures settings.
optimized destruction effect rendering.
Lots of optimisation on outline masks.
Other Changes:
In sandbox mode, the exploration map is now randomly chosen between all the existing ones.
Added 2 new zoom levels: one closer and one further away.
Satiety and Hydration changes: Each citizen consumes 1 Satiety and 1 Hydration per day for clarity. When a resource states that it restores 12 Satiety, it means the citizen won’t have to eat for 12 days. There is no exception since the Satiety and Hydration gauge has no maximum.
Sounds & Music:
New ambient system: when the camera is near a building, you can now hear specific ambiance related to the building depending on the current activity.
“Neutral activity” : Rustic Tente, Stone Houses, Long Houses
“Normal/Walk activity”: Founders Square, Green Park Square, Observatory Square, Monument Square, Fountain Square, Sandfurrow Square, Scent Garden
“Minning activity”: Arranged Cave
“Aquatic activity”: Pontoon
“Worksite activity” during construction
The music will now slightly change when the player is close to the defeat.
The music will now vary based on the player's progression during the game.
Added sound effects on new gameplay elements and some existing ones that lacked them.
Synergy has been in Early Access since May 2024, and since then, the team at Leikir Studio (shout-out to them!!) has taken your feedback into account to deliver the most polished game possible. It’s been quite a journey from the reveal trailer at the PC Gaming Show in 2022 to this 1.0 release. To date, the game has gathered over 250,000 wishlists, and the overall sentiment is very positive. We couldn’t thank you enough for your engagement. We truly hope you’ll love the full version of Synergy!
Hello everyone! Here's what should be our last corrective patch for the 0.5 update! Just like always, thanks a lot for all your feedback and bug reports, helping us polishing the game!
Thanks a lot for playing Synergy! Please find the full patch note below :
Update 0.5 - Corrective Patch #2
Balancing
Removed Music Workshop building from the list of building giving Social in the HUD tooltip of Social Satisfaction
Removed some research for certain maps (because the related building can’t be placed in the scenario)
Removed Sand Factory from Scenario 02 “Ruthless Sky”, freemode “Island Oasis”, freemode “The Furnace” & freemode “Ruthless Sky”
Removed Arranged Cave from freemode “Ruined Delta”, freemode “Island Oasis” & freemode “Beacon in the Sand”
Bugfix
Fixed a bug where the plant panel being closed when clicking inside the panel
Fixed a bug where the plant panel stays open with the impossibility to be closed
Fixed a bug where the Social bonus giving by roads was not applied when reloading a game
Fixed a bug where the option “Reset First Event” didn’t work
Fixed a bug where the tooltip on hover of information in the selected panel (just below the header with the image of the selected object) wasn’t showing up
Update 0.5 - Corrective patch #1
Hello everyone! It's been a week since the 0.5 update, and we hope you like it! As it was a smaller one, the corrective patch is going to be smaller as well! :D
Once again and because we'll never say it enough, thanks for playing Synergy!
Please find the full changelog below for this Corrective Patch:
Update 0.5 - Corrective patch #1
Balancing
Added Soft Fiber with Toxic Water task to the research “Liana Hearts”
Bugfix
Fixed a bug where the preview was not clearing correctly when destroying canals with the pump selected
Fixed a bug where the reset option page button reset all pages
Fixed a bug where Input rebinding was not properly reset when switching tabs
Fixed a bug where a harvest task couldn’t be started because of missing resources. It now handles the next task in the queue
Fixed a bug where birds used to spawn multiple times after returning to the main menu
Fixed satisfaction value objective not completed when satisfaction has value before reaching quest step
First Time Event popup for buildings are shown if building is already selected when construction is completed
v0.5 Update - Out Now!
Hi everyone!
After two weeks on the experimental branch, the 0.5 update is now live on the default branch, meaning it’s available for everyone! Make sure to update the game to enjoy all the new features.
Here's the final patch notes:
Rebind Your Inputs
You can now easily customize your controls in the options menu for a more personalized experience.
Enhanced Storage System
We’ve revamped the storage system to make it more intuitive and efficient for city management:
When you set a desired resource quantity, the system will now reserve space in the storage building and remove any unwanted resources to make room for what’s needed.
You can adjust priority quantities with a simple mouse scroll.
The “Maximize All” button ensures equal priority across all active resource slots, while keeping the total accepted resources within the storage's capacity.
Performance/Optimization
Significant optimizations have been made to eliminate short freezes, stuttering, and other issues caused by large cities or complex calculations (such as district updates and road placements). For more details, check the “Detailed Changelog.”
Heatmaps Visibility
Views are now even more powerful! You can see each satisfaction source and terrain modifier source when the appropriate view is activated, giving you all the information you need to optimize your city's layout and environmental impact.
Canal Preview
When adjusting tool quantities for the irrigation pump, a preview will now display how far the water will flow and the effect range of the canals, helping you plan your irrigation more effectively.
Detailed Changelog
[expand type=details expanded=false]
Feature
Added Inputs rebinding in the Options.
Interface & Feedback
Updated selected District UI :
Updated the "buy extension" tooltip in the District UI
"Buy district extension” button darkens when the player lacks required resources
Score gauge color now reflects the district's status
Changed mentions of "markers" to "extensions”
Updated Storage UI :
When you set a desired resource quantity, the system will now reserve space in the storage building and remove any unwanted resources to make room for what’s needed
You can adjust priority quantities with a simple mouse scroll
The “Maximize All” button ensures equal priority across all active resource slots, while keeping the total accepted resources within the storage's capacity
Added Satisfactions sources and terrain properties modifiers sources in heatmap view
Added Irrigation preview : when selecting an irrigation pump, a preview and effect range around canals will be shown for the next application cycle
Added Road placement preview : in road placement mode, a range will be displayed if the roads (or canals) adds bonus around it
Changed the wording of the housing average satisfaction tooltip
Added a text explaining how to gain more citizens in the housing tooltip
Added text to the building score tooltip
Added a notification when the maximum of research points is reached
Added arrows when trying to place a building that needs to be placed on an environment prop (e.g., a well)
Added a notification when a district unlocks a score tier bonus
Added a notification when there are homeless citizens
Reworked pause menu to include current scenario information
Added a button to exit the game from the pause menu
Added a confirmation popup to reset the options tab button
Added a state of the Quest panel when all objectives are completed to signify that there is no other quest
Added a new FTE to explain how to get more citizens when the player has no space in housing
Added a close button (red cross) to the selected panel of research, destination and zone
Added a new UI reminder in the tooltip of worker repartition to open Advanced UI (“Tab” by default”)
Adjusted the color of the options tooltip (explications in right panel in the options) for better readability
Hidden “construction completed” feedback if the completed building is currently the selected building
Changed city event logic to start only if the target satisfaction value has never been reached (rather than just if the current value is inferior)
Resource storage in HUD should now be correctly refreshed when a resource is created by a production or harvest building
The button to pin a research is now placed to the left of the “unlock” button + its size has been increased + its colors have been adjusted
Adjusted minimum scale for humidity and temperature source pins in views allows pins to be more visible
Added mention of the Field Lab to the science points description
Increased glow of HUD warnings by 20%
Balancing
Added a new research to unlock Canteen and Tea Bar together just after the Hall Of Wise
Social Bonus offered by Canteen and Tea Bar are no longer cumulative
Removed the "Small Bench" from the “Public Spaces Arrangement” research unlock (Small Bench can no longer be built)
Changed cost for the 2nd to 5th extension buyout in the Monument district :
2nd from “30 Music Instruments” to “30 Papers”
3rd from “30 Music Instruments” to “30 Papers”
4th from “30 Wood Sculpture” to “30 Music Instruments”
5th from “30 Wood Sculpture” to “30 Music Instruments”
Increased Canal modifier radius from “6” to “8”
Reduced T1 Social bonus of Serpentine Bench and Tables from “10” to “5”
Changed Satisfaction bonus of Outdoor Lounge from “+5 T1 Culture” to “+5 T1 Social”
Moved Outdoor Lounge unlock from “Art” research to “Public Spaces Arrangement” research
Moved “Magnetic Pillar” unlock from the “Art” research to “Hanging Tapestries” research
Changed Satisfaction bonus of Shimmering Awnings, Draped Pillar and Magnetic Pillar buildings from Culture to Social (+5 T1 Social)
Changed the research description of “Hanging Tapestries” research to reflect the new Social bonus of unlocked decorations
Moved City Banner, Outdoor Lounge, Shimmering Awnings and Draped Pillar buildings from the Culture building category to Social
Changed culture Tier 1 (T1) providers distribution and fixed display of providers for all satisfaction in various feedback:
buildings of “Hanging Tapestries” research (City Banner, Shimmering Awnings, Draped Pillar & Magnetic Pillar) now give “+5” T1 Culture in range (they also keep “+5” T1 Social)
changed gameplay description of “Hanging Tapestries” research to fit new Culture buff
Canteen and Tea Bar “+5” T1 Culture boost is now exclusive (it is no longer possible to reach “+10” T1 culture with these two)
fixed Satisfaction gauge tooltips' providers list to represent the current providers
rearranged the building assets list order to fit with the satisfaction provider modification
Changed size decorations' range of “Hanging Tapestries” research buildings and adjusting “Serpentine Bench” range:
Shimmering Awnings range from “5x5” to “18x3”
Draped Pillar range from “5x5” to “18x3”
Magnetic Pillar range from “4x4” to 18x3”
Serpentine Bench range size from “5x5” to “3x8”
Table range from “5x5” to “6x6”
Adjusted range of multiple satisfaction buildings:
Increased "Statue of the Sleeping One” range from “4” to “6” to be coherent with other statues
Canteen from “16” to “24”
Tea Bar from “14” to “22”
Explorers’ Hut from “17” to “25”
Field Laboratory “15” to “23”
Infirmary “17” to “25”
Cellar from “8” to 1”12”
Sandglider Garage from “25” to “30”
Weather Station from base “5 +5 per working citizen” to “base 7 +6 per working citizen”
Cold Bathhouse from base “3 +6 per working citizen” to “base “7 +7 per working citizen”
Scent Garden from base “3 +5 per working citizen” to “base 7 +7 per working citizen”
School from base “3 +5 per working citizen” to “base 7 +7 per working citizen”
Art Gallery from base “4 +7 per working citizen” to “base 7 +8 per working citizen”
Auditorium from base “3 +6 per working citizen” to “base 7 +8 per working citizen”
Library from base “3 +6 per working citizen” to “base 7 +8 per working citizen”
Music Workshop from base “3 +4 per working citizen” to “base 7 +8 per working citizen”
Prevention Unit from base “8 +8 per working citizen” to “base 7 +8 per working citizen”
Science Exhibition from base “3 +6 per working citizen” to “base 7 +8 per working citizen”
Embassy from base “3 +6 per working citizen” to “base 7 +8 per working citizen”
Bugfix
Hidden exploration feedback "an action is available" when all destinations are explored
Fixed a bug where the research point bar was not always in preview when the player was confirming its purchase of research points with a tablet
Pathfinding :
Fixed citizens getting stuck between buildings
Fixed the issue where citizens can move through the unplayable border of the map
Updated the citizens’ pathfinding to prevent them from getting stuck or isolated
Fixed a missing tooltip for the selected resource panel
Fixed the research point display when citizens are ill in the building
Fixed production cycle duration display in the selected building panel
Removed empty cells on the Emerald Pond Map
Corrected texts based on players’ feedback on Discord
Large mushrooms are now considered as regular mushrooms for harvest tasks
Removed undesired tiles shadows on every maps
Roads on canals should now correctly be accounted in district score for Fountain and Sand Furrows districts
Fixed a bug where storage buildings could have negative resource quantities
Fixed a bug preventing the bonus to the science and legacy points caps to apply
Fixed localization issues showing blanks instead of letters (such as “i” in turkish)
Fixed broken animation of quest panel occurring when loading a finished save
Fixed Varying Range Modifiers not correctly scaling cost with houses in range
Fixed tooltips description on buildings for T3 observatory building (reducing "educational building upkeep by 50%), previously showed that it was T2 bonus
Fixed Tent Front view pathfinding entry point
Fixed pathfinding bug when building new canals
Removed range feedback from sandfactory (it wasn't used)
Fixed source pins icon when a plant has multiple modifiers of same property
Fixed a bug where a harvest task button can be yellow even if it’s not the actual task “in progress”
Fixed multiple city events ending or starting at the same time not showing popup (one City event resolution is handled per day).
Fixed white letters in some languages in “Leikir Studio” signature in early access popup
Corrected typos based on discord feedback during Experimental.
Fixed a missing page on the event “Evening Swarm”.
Removed "+" sign on range in irrigation module selected panel.
Fixed a bug where a quest objective could stay unchecked when loading a save.
Fixed a bug where buildings with an effect range that depends on the count of assigned citizens did not correctly highlight affected buildings if trying to place them in the flipped orientation.
Fixed a rare bug which could cause the game to become unresponsive when going back to the main menu.
Fixed a bug which could prevent citizens from going to the infirmary after a reload.
Fixed harvest building still starting tasks while inventory is full.
Fixed a bug where citizens could get indefinitely stuck in an infirmary.
Fixed a bug where plant nursery sometimes was not working after loading a save.
Fixed the outline floor of ColdBathouse in the right size.
Optimizations
Implemented various performance optimizations across several areas :
Districts update when adding or removing objects (buildings, plants, etc.).
Optimized the performance when building or destroying many roads or canals.
Optimized updates to building or plant ranges.
Improved the handling of buildings’ inventories.
Optimized citizens' repartition in houses.
Optimized performance in cities with many citizens.
Improved how often citizen repartition is done for better performance.
Other Changes
Added auto-save functionality when quitting the game or going back to the main menu.
Added city event rewards when a city event is successfully completed.
The 0.5 update is now live on the experimental branch! If you want to try the new content before it’s fully released, now’s your chance to check it out and give us your feedback. The details of the update are listed below, so be sure to take a look! And to share your thoughts, hop onto our Discord server!
Note that placeholder text and visuals might still be included, along with potential bugs or balancing issues.
How to access the experimental branch:
Right-click the game in your Steam library.
Select "Properties."
Go to the "Betas" tab.
Choose experimental_public and update the game.
Rebind Your Inputs
You can now easily customize your controls in the options menu for a more personalized experience.
Enhanced Storage System
We’ve revamped the storage system to make it more intuitive and efficient for city management :
When you set a desired resource quantity, the system will now reserve space in the storage building and remove any unwanted resources to make room for what’s needed.
You can adjust priority quantities with a simple mouse scroll.
The “Maximize All” button ensures equal priority across all active resource slots, while keeping the total accepted resources within the storage's capacity.
Performance/Optimization
Significant optimizations have been made to eliminate short freezes, stuttering, and other issues caused by large cities or complex calculations (such as district updates and road placements). For more details, check the “Detailed Changelog.”
Heatmaps Visibility
Views are now even more powerful! You can see each satisfaction source and terrain modifier source when the appropriate view is activated, giving you all the information you need to optimize your city's layout and environmental impact.
Canal Preview
When adjusting tool quantities for the irrigation pump, a preview will now display how far the water will flow and the effect range of the canals, helping you plan your irrigation more effectively.
Detailed Changelog
[expand type=details expanded=false] Feature
Added Inputs rebinding in the Options.
Interface & Feedback
Updated selected District UI :
Updated the "buy extension" tooltip in the District UI.
“Buy district extension” button darkens when the player lacks required resources.
Score gauge color now reflects the district's status.
Changed mentions of "markers" to "extensions."
Updated Storage UI :
When you set a desired resource quantity, the system will now reserve space in the storage building and remove any unwanted resources to make room for what’s needed.
You can adjust priority quantities with a simple mouse scroll.
The “Maximize All” button ensures equal priority across all active resource slots, while keeping the total accepted resources within the storage's capacity.
Added Satisfactions sources and terrain properties modifiers sources in heatmap view
Added Irrigation preview : when selecting an irrigation pump, a preview and effect range around canals will be shown for the next application cycle.
Added Road placement preview : in road placement mode, a range will be displayed if the roads (or canals) adds bonus around it
Changed the wording of the housing average satisfaction tooltip.
Added a text explaining how to gain more citizens in the housing tooltip.
Added text to the building score tooltip.
Added a notification when the maximum of research points is reached.
Added arrows when trying to place a building that needs to be placed on an environment prop (e.g., a well).
Added a notification when a district unlocks a score tier bonus.
Added a notification when there are homeless citizens. Reworked pause menu to include current scenario information.
Added a button to exit the game from the pause menu.
Added a confirmation popup to reset the options tab button.
Added a state of the Quest panel when all objectives are completed to signify that there is no other quest.
Added a new FTE to explain how to get more citizens when the player has no space in housing.
Added a close button (red cross) to the selected panel of research, destination and zone.
Added a new UI reminder in the tooltip of worker repartition to open Advanced UI (“Tab” by default”).
Adjusted the color of the options tooltip (explications in right panel in the options) for better readability.
Hidden “construction completed” feedback if the completed building is currently the selected building.
Changed city event logic to start only if the target satisfaction value has never been reached (rather than just if the current value is inferior).
Resource storage in HUD should now be correctly refreshed when a resource is created by a production or harvest building
Balancing
Added a new research to unlock Canteen and Tea Bar together just after the Hall Of Wise.
Removed the "Small Bench" from the “Public Spaces Arrangement” research unlock (Small Bench can no longer be built).
Changed cost for the 2nd to 5th extension buyout in the Monument district :
2nd from “30 Music Instruments” to “30 Papers”
3rd from “30 Music Instruments” to “30 Papers”
4th from “30 Wood Sculpture” to “30 Music Instruments”
5th from “30 Wood Sculpture” to “30 Music Instruments”
Reduced T1 Social bonus of Serpentine Bench and Tables from “10” to “5”.
Changed Satisfaction bonus of Outdoor Lounge from “+5 T1 Culture” to “+5 T1 Social”.
Moved Outdoor Lounge unlock from “Art” research to “Public Spaces Arrangement” research.
Moved “Magnetic Pillar” unlock from the “Art” research to “Hanging Tapestries” research.
Changed Satisfaction bonus of following buildings from Culture to Social:
Shimmering Awnings (+5 T1 Social)
Draped Pillar (+5 T1 Social)
Magnetic Pillar (+5 T1 Social)
Changed range for several buildings:
Serpentine Bench range from “5x5x5x5” to “6x6x6x6”.
Table range from “5x5x5x5” to “6x6x6x6”.
Shimmering Awnings range from “5x5x5x5” to “10x10x3x3”.
Draped Pillar range from “5x5x5x5” to “10x10x3x3”.
Magnetic Pillar range from “4x4x4x4” to “10x10x3x3”.
Increased Canal modifier radius from “6” to “8”.
Changed the research description of “Hanging Tapestries” research to reflect the new Social bonus of unlocked decorations.
Moved following buildings from the Culture building category to Social:
City Banner
Outdoor Lounge
Shimmering Awnings
Draped Pillar
Social Bonus offered by Canteen and Tea Bar are no longer cumulative
Bugfix
Hidden exploration feedback "an action is available" when all destinations are explored.
Fixed a bug where the research point bar was not always in preview when the player was confirming its purchase of research points with a tablet.
Pathfinding :
Fixed citizens getting stuck between buildings.
Fixed the issue where citizens can move through the unplayable border of the map.
Updated the citizens’ pathfinding to prevent them from getting stuck or isolated.
Fixed a missing tooltip for the selected resource panel.
Fixed the research point display when citizens are ill in the building.
Fixed production cycle duration display in the selected building panel.
Removed empty cells on the Emerald Pond Map.
Corrected texts based on players’ feedback on Discord.
Large mushrooms are now considered as regular mushrooms for harvest tasks.
Removed undesired tiles shadows on every maps.
Roads on canals should now correctly be accounted in district score for Fountain and Sand Furrows districts
Optimizations
Implemented various performance optimizations across several areas :
Districts update when adding or removing objects (buildings, plants, etc.).
Optimized the performance when building or destroying many roads or canals.
Optimized updates to building or plant ranges.
Improved the handling of buildings’ inventories.
Optimized citizens' repartition in houses.
Optimized performance in cities with many citizens.
Improved how often citizen repartition is done for better performance.
Other Changes
Added auto-save functionality when quitting the game or going back to the main menu.
Added city event rewards when a city event is successfully completed.