Here's the second corrective patch for the 0.4 Update! We do hope you're enjoying this big update so far!
In this corrective patch, of course a lot of different bugfixes, but also some tweaks about interface & global feedback, but also balancing and a bit of optimization! :D
Please find the full changelog below, and as always, thanks for playing Synergy!
P.S : MacOS version of this corrective patch is delayed just a bit following some issues, but it's also coming tonight at 8:30pm! (3 hours from this news, in case we're in different timezones)
Update 0.4 - Corrective Patch #2
Balancing
Increased quantity of starting citizen for Scenario Sandbox 01 map (from 13 to 16)
Adjusting starting stock for all Maps (both normal and easy mode)
Swapped positions of the research “Green Water” (alternative recipe replacing clean water by toxic water) and “Open Circuit Cooling” (-2 Toxic Water per recipe if the building if near a water source) and adapting the cost of these
Decreased the number of citizen in the reward for Step 05 "Reconciliation" of Scenario 03 (from “17 Adults, 3 Children” to “13 Adults, 2 Children”)
Adapted mid-advanced flow to reduce tension on Carved Wood
Interface & Feedback
Research point bars now also preview the numeric quantity of points in stock when hovering the buttons
Fixed missing space in the title of the victory popup
Reordered building in the construction menu
Prevented the feedbacks over plants, buildings and citizens to appear while the UI is hidden (F9)
The selected panel of a research point producing building now updates when using its research points
Once a research is unlocked, its costs are hidden
Bugfix
Corrected localization issues and made quality improvements to the EN localization
Fixed a bug which could lock the game on the loading screen when going back to the main menu
Fixed research unlocked notification animation that wouldn't replay if it was already playing
Fixed a bug where color glitches occurred on some UI elements of selected building’s panels : the “?” button, the “destroy” button and some Werehouse’s UI elements (filter and min/max buttons)
It is now possible to switch from pinned researches to diary in the HUD
Researches that unlocks a new type of analysis now properly is pinned by the quest
Hidden button “sent the expedition” on zone panel if the expedition is coming back to the city
Fixed credits scroll which stopped too early when setting UI scale was set lower than 1
Fixed a bug where citizen can’t eat/drink because the action was canceled if their houses was move
Optimizations
Citizen Sorting only updates district scores instead of updating whole districts
Update 0.4 - Corrective patch #1
Hello everyone! Following the 0.4 update, here's the first corrective patch! It's taking care of the biggest points we've/you've seen so far! Another corrective patch is set to be released next week. If you find any problem when playing, as always, do not hesitate to keep us posted either here on Steam forums or on the game's Discord And of course, as usual, thanks a lot for playing Synergy!
Please check the full changelog below :
Balancing
Changed construction cost of Music Workshop (from “30 Bricks 50 Carved Woods” to “50 Bricks 30 Carved Woods”)
Added Composite to late game researches:
Advanced Houses: +10 Composite
Auditorium : +10 Composite + 30 WoodSculpture
Embassy : + 30 Composite
Library: +10 Composite
Science Exhibition: +30 Composite
Increased the Science Point cost of Explorer Hut and Kitchen researches from 5 to 10
Interface & Feedback
Changed buildings order in the building's list so that similar buildings close to each other
Reordered meals in the kitchen (cooked meal before bread because it gives less satiety)
Updated Infirmary UI & illness tooltip
Added precision on research point production speed (1 decimal)
Added missing information in irrigation canal building tooltip
Uniformised wording between debilitation/weakness illness in English
Bugfix
Fixed a bug where selection was impossible behind a feedback worldspace or an order pin
It should now be possible to place plantation orders from the Plant Nursery through other order pins
Fixed a bug where the blue highlight on harvest buildings could stay active after clicking on a plant
Fixed disappearing pins on research nodes when loading a save from the main menu
Fixed not localized texts
Fixed Exploration radial menu button being disabled after destroying one Explorers' Hut with while having at least one other hut on the map
Fixed a bug where the bonus offers by the sandglider were not correctly displayed in red in its interface if the building is inactive
Fixed icon alignment in several languages in analysis popup text
Fixed a wrong text in the wiki page of districts
Fixed a bug which could prevent buildings from being correctly highlighted in construction mode when flipping some decorations
Visuals & Audio
Tweaked the volume of the SFX associated with the new district places
Districts Update (0.4) out now!
Hi everyone!
After testing new features on the experimental branch for about a month and receiving all your valuable feedback (again, thank you so much for that!), we’re happy to officially release the Districts Update (v0.4)!
This update brings major changes to the districts, research, and satisfaction systems, along with many other improvements that we're sure you'll enjoy.
⚠️Warning: Save files from versions prior to 0.4 won't be compatible with this update. If you’d like to continue playing with your old saves, you can switch to the appropriate beta version in the Steam settings.
As always, we’d love to hear your thoughts on the new content, so join the discussion on our Discord server!
Here’s a recap of what’s new in this update:
New Districts System
We’ve made major changes to the District System, placing it at the heart of your city-building experience. The updated system now plays a crucial role in shaping your city’s progression and unlocking important bonuses.
At the start of the game, you build the new Founders’ Square and plan your city around. This square can later be upgraded into one of six specialized squares.
Each of the six distinct districts now has its own unique theme and corresponding square. As your city advances, you’ll unlock these districts at key moments, integrating them into your city’s progression. Constructing and upgrading these districts is essential for expanding your city’s potential and following the natural flow of your development.
Districts now come with significant unlockable bonuses that are tied to district development score thresholds. Each threshold has been carefully designed to align with key stages of the game, ensuring that bonuses arrive when they are most impactful. These bonuses can increase maximum satisfaction, boost Science and Legacy point caps, or apply powerful effects across your entire city.
Districts start with a basic square area, but you can extend their range by placing markers. The first marker is available right away, while subsequent markers require more advanced resources. We’ve also added some helpful new feedbacks, including the district preview when placing buildings and the projected district score increases.
New Satisfaction System
The revamped Satisfaction system is no longer just a number but a key component of your city's growth. Satisfactions provide significant boosts across your city, affecting key actions such as production, construction speed, and Science/Legacy point generation.
Each satisfaction score starts with a maximum of 10, which can be increased later through district bonuses. This ensures that the maximum score is attainable at any stage of the game. As you cross each threshold, the power of satisfaction bonuses increases significantly, making every milestone impactful. This makes satisfaction a natural progression goal throughout the game.
Buildings now apply satisfaction modifiers with levels that correspond to satisfaction thresholds. Late-game buildings apply higher-level modifiers, which can replace those from earlier buildings but not vice versa, making your city evolves as you progress.
To add more depth to the city, we've added a new City Events mechanic. Citizens will present you with narrative scenarios that offer objectives that you need to achieve. Failure to meet these objectives could result in some citizens leaving or negative impacts on your city. This system is mainly focused on satisfaction for this update, with plans to expand it in future updates.
New Research System
We’ve completely reworked the research system to make it more accessible and responsive, driving the progression more clearly while removing the pressure of constantly managing research.
The core mechanic is straightforward: research buildings generate points, and once you have enough, you can instantly unlock the desired research. This gives you the flexibility to engage with research when it suits you, while allowing you to adapt to a situation if you’ve stored enough points.
In the early game, the Field Lab takes the place of the Research Center, producing the initial Science Points through environmental analysis. This encourages exploring and analyzing the environment, delaying the need for more advanced buildings while smoothing the learning curve.
Research now revolves around two distinct types of points: Science Points and Legacy Points. Each research item requires one or both of these to unlock. It removes division between cultural and technological research, making the tree more intuitive and easier to navigate, while keeping the original intention.
To help you manage your goals, we’ve added a Pin feature. You can pin up to four research items, and the game will notify you when they’re ready to be unlocked. Pinned research is visible in a dedicated UI near your objectives. Additionally, any research tied to a quest objective is automatically pinned, so you never lose track of critical progress.
Tablets have also received an upgrade: tablet-specific researches are now visible in the tree but they remain locked. When you use a tablet, you can choose which research to unlock, offering more strategic control over your progression. Beyond these updates, the research tree has been revamped for a more streamlined experience, with a global rebalancing to enhance gameplay. This rework is designed to give you more clarity in your research progression, making progression smoother and more rewarding.
Detailed changelog
[expand type=showmore expanded=false]
Main Features
Research
Building a Field Lab now unlocks access to the research tree.
Science and Legacy Points are mainly generated passively by assigning citizens to the Research Center or the Hall of Wise.
Analysis actions now also generate Science Points.
Researches are unlocked immediately upon acquiring the required research points (Science/Legacy) and resources.
New pinning functionality:
Players can pin up to 4 research items and will be notified in-game when the necessary points and resources are available to unlock them.
Research linked to quest objectives is automatically pinned.
Tablet changes:
Added new research to unlock via tablets.
Tablet researches are now visible within the research tree.
Using a tablet allows players to either choose a research to unlock, or increase Science Points or Legacy Points.
The research tree layout has been revamped and progression in the tree has been redesigned. All research costs and positions have been adjusted.
District
New Buildings:
Founders’ Square
Sand Furrows’ Square
Fountain Square
Observatory Square
Founders’ Square is meant to be placed at the start of the game, and can be upgraded into one of 6 specialized squares.
New District Bonuses System:
Bonuses are unlocked upon reaching district points thresholds.
Some bonuses apply globally to the city, while others affect only the specific district.
District bonuses are linked to the research progression: Certain district bonuses increase the maximum Science and Legacy Points the city can hold.
District bonuses are linked to the satisfaction progression: Some bonuses boost maximum satisfaction levels.
New District Shapes:
Default district shape is a square.
Players can unlock markers to extend the district area.
District Feedback Improvements:
District areas are now previewed when placing buildings.
District point increases are displayed when placing buildings or plants.
District concepts (names, visuals, and building points) have been fully revamped.
A district overpopulation threshold has been added. If overpopulated (based on district points), housing satisfaction is reduced by half.
Feedback worldspace appear on top of the overpopulated district.
Satisfaction gauge hover tooltip indicates if a district is overpopulated..
Satisfaction
New Satisfaction Bonus System:
Satisfaction now significantly boosts various actions such as production, construction, and Science/Legacy point generation.
Satisfaction boosts increase considerably at each threshold.
New Threshold System:
At the start of the game, each satisfaction's maximum is capped at 10. The maximum is achievable using only early game buildings.
Maximum satisfaction can be increased through district bonuses, which will then require mid or late-game buildings to reach the new maximum.
Housing:
Introduced the Rustic Tent for early-game housing, with a satisfaction cap of 10.
Housing outside districts has a satisfaction of 0.
Housing in overpopulated districts has its satisfaction halved.
Satisfaction Buildings:
Mid and late-game buildings consume resources to operate, with the resource amount now based on the number of houses in their range.
Maintenance costs for buildings that affect satisfaction or terrain properties are now displayed in their construction tooltip.
End-game buildings may consume Science or Legacy Points to operate.
Satisfaction Modifiers:
Satisfaction modifiers now have names. Named modifiers are non-cumulative, allowing for clearer identification of cumulative modifiers.
Modifiers have been fully revamped to match the new system.
Buildings now apply satisfaction modifiers with levels that correspond to satisfaction thresholds. Late-game buildings apply higher-level modifiers, which can replace lower-level ones from earlier buildings, but not the reverse.
Citizen Acquisition:
Child spawning now depends on the satisfaction percentage relative to the maximum, making full child spawning achievable in the early game.
Child spawning now considers available spaces in global housing, allowing faster catch-up.
Citizens gained from exploration and quests follow the same catch-up formula.
City Events
New City Events System:
Citizens present scenarios through narrative events, providing objectives to achieve. Failure to meet these objectives may result in citizens leaving the city or maluses being applied.
Resource Flow
Several adjustments have been made to:
Ensure early-game resource objectives are clearer and achievable.
Make progression smoother and more rewarding.
Provide meaningful resource sinks, making the establishment of production lines more engaging and rewarding.
Added new resources, mainly intermediate ones.
Revamped many recipes and added new ones.
All maps have been reworked, maintaining the original design intentions but with adjustments such as plant placement, points of interest, district space, shadow presence, and temperature heatmaps.
Construction costs for all buildings, research costs, and recipes have been rebalanced.
Consequential Changes
Adjusted automatic citizen distribution in housing.
Revised the prosperity score formula.
The tutorial has been completely revamped.
Quest objectives across all three campaign scenarios have been adjusted.
Content
New Buildings :
Rustic Tent: new early game housing
Cutting Station: new production building
Science Exposition: new late game satisfaction building
Cold Bathhouse: new late game satisfaction building
Auditorium: new late game satisfaction building
Balancing
Citizens can now carry more resources (20, up from 10), with the Carrier Tower bonus increasing this limit to 50 (up from 20 in total).
The Arborist Workshop can now perform the "Seed scattering" action on trees.
Increased Bread satiety refilling amount from 60 to 120.
The new resource Cooked Meal has a satiety of 90.
It is no longer necessary for a plant to be satisfied to unlock its ground analysis information.
Expeditions can now be launched with a minimum of 3 citizens (reduced from 4).
Citizens will now try to eat resources which are available in greater quantities. This prevents them from eating all the vegetables, and allows them to keep similar quantities of the 2 resources for creating simple dishes.
It is now possible to build over all environmental props sized 2x2.
All Starting stocks now include 2 technological artifacts, streamlining the game's start by enabling immediate construction of a Field Lab.
Trees no longer spread naturally, except for the Volcanic Tree.
Invasive plants now spread a little bit more randomly.
Reduced the number of Rocky emanations per map and the amount of Boreal rocks obtained from ripping out Rocky amalgams, but increased the frequency of Rocky amalgam spawns.
Culture rewards from exploration have been replaced with Legacy Points.
The Sandglider now requires resources to operate.
Plant Nursery can now only employ 2 citizens by default.
Increased max quantity of plant to be planted by Plant Nursery's slots from “5” to “10”.
Decreased base worker's slots for Kitchen, Forge Workshop, Carpentry and Weaver Workshop from “3” to “2”. The new district's bonuses increase the citizen capacity by +2.
Removed fountains from the decorations’ building category.
Increased placement range for Arborists’ Worskhop harvest markers from “18” to “22”.
Increased Arborists’ Worskhop harvest markers size from “10” to “12”.
Increased placement range for Pickers’ Cabin harvest markers from “13” to “18”.
Added feedback for insufficient transporters or storage capacity in production and harvest buildings.
Notifications requiring an interaction now play a "glow" animation as a reminder.
Inaccessibility reason text is now in red in exploration destination pin tooltip.
Added quest icon on pin for quest related exploration destinations.
Added exploration destination pin quest destination turns red when unreachable.
Reduced max font size for quest objectives text in quest panel.
HUD Housing hover tooltip now show how many places there are left in built houses and tents.
Added a feedback above the Exploration Hut to show when it is possible to start a new expedition.
Disabled Option "reset speed after certain events" for researches (because research completion is now instant).
Opening the research tree no longer move the camera to the center of the graph.
Research tooltip is now placed near the hovered research.
First Time Event popups are now reset when starting the tutorial.
Tutorial’s “outline” highlights (e.g., around buttons) are now animated to make them more visible.
Improved building tooltip layout for Irrigation Canal, Irrigation Pump, Clay Road, and buildings that have an effect on Ground Properties or Satisfactions.
Plant needs are now displayed in the same order for every plant.
Added token instead of temperature value for housing construction tooltip temperature feedback. It also shows the difference with satisfied temperature instead of house resistance.
Analysis building feedback "an action is available" disappears when no more information can be obtained and reappears when a new action is available (e.g., with new harvest task).
Road placement mode no longer resets the start cell when the player tries to build an invalid road.
When entering and leaving construction mode, current selection is now kept.
Save list now properly deselects a save file when the save name is changed.
Save list now automatically selects a save when the name set by the player matches an already existing save.
Adjusted quest destination warning description.
"Missing transporter" feedback on production buildings should be more precise.
Added a tooltip when hovering the "access tutorial" button on the tutorial panel.
Bug Fixes & Performance Optimizations
Optimized performance when updating satisfaction and terrain properties during building placement or destruction.
Fixed performance issues when opening building tooltips or moving district-related structures.
Fixed a bug causing citizens to stop working in harvest buildings.
Fixed an issue where harvest building feedback remained indefinitely.
Fixed research tooltips not displaying properly.
Fixed satisfaction bonuses not being reapplied after loading a saved game.
Fixed multiple issues with building placement and highlighting.
Fixed a visual bug with an environment prop taking more space than intended.
Various other minor bug fixes and improvements.
Optimizations on districts updates to gain performance.
Fixed a bug where worksites resources were displayed in front of environmental props.
Fixed a bug where Pump animation was played even when the game was in pause.
Fixed a bug where Prevention Unit animation was not played correctly after pausing the building.
Fixed a bug where resources needed for recurrent actions of Harvest buildings were removed from the building at the end of a harvest cycle.
Fixed a bug where surface analysis on incorrect plant state (too young or dead) was giving information anyway. It does not provide information anymore if the plant is in incorrect state.
Fixed a bug on the Weavers' workshop where the wheel was not correctly positioned if building animations are disabled from the graphics settings.
Fixed a bug where a save may become unavailable if it was given the name of an existing obsolete save file.
Fixed a bug where pink links between a building and houses of employed citizens would not disappear when deselecting the building.
Fixed a bug in construction mode where the feedback showing "in range" buildings was not correctly applied if the player was trying to place a flipped building.
Fixed the missing inputs information (shortcuts) in time control buttons tooltips.
Analysis feedback "action available" now correctly disappears on analysis completed when analysis is performed by another field laboratory.
Fixed shortcuts buttons of cancel rip out, cancel priority, cancel destruction order paints were not working when button wasn’t visible.
Fixed a bug where harvestable resources feedback on plant were hidden on harvest marker placement mode when selected building can't harvest plant.
Fixed a bug where buttons of the citizens list could become unresponsive.
Fixed a bug where citizens were removed from their job place on reload.
Exploration event "Unspeakable" is now correctly set on a cave destination.
Fixed a bug which could cause the loss of Autosave files.
Fixed a bug in the serialization of Analysis notifications, which could cause the save to fail.
Fixed a bug where plant nursery module not refreshing inventory when a plant is planted.
Fixed missing sound when placing a harvest task on plants.
Fixed a bug where mode popup not disappearing when exiting plantation mode.
Fixed a bug preventing the dry season to be correctly applied on reload.
Fixed a bug where the HUD feedback indicating that the city is missing transporters could be wrongly enabled.
Fixed pump being invisible when loading a save.
Fixed a bug where feedbacks showing links between a building and the house of employed citizens could stay visible while the citizen was removed from the building.
Fixed a bug where the counts of adults, children and workers were not correctly refreshed when the children grow up at the end of a cycle.
It's now possible to enter in "Move building mode" from the "Place district extension mode".
Visuals
Improved effects rendering on Foundry.
Improved citizen position on paused Foundry.
Improved citizen status icons.
Improved children icons.
Improved Weather Station visuals (non animated version and outline).
Improved visual on the tool conveyor on Forge.
Improved global Forge rendering.
Improved outline rendering on Founders' Place.
Improved global UI rendering (in panels and worldspace) to avoid cropped or blurred icons.
Added Bamboo Flute outline.
Added depth to little bushes in the environment.
Added shadows on texts in tutorial images.
Improvement outlines on Ruins’ resources.
Sounds
Environment’s ambiance sound loop will now slightly differ from one scenario to an other to incorporate a few sounds that better match with its corresponding fauna.
Added new sound to opening of the list of citizens.
Added multiple sounds to the research flow :
added sound to the button for deciphering a tablet.
added sound when using a tablet for either unlocking a “tablet research” or for buying Science or Legacy points.
Other Changes
Added game credits accessible from the main menu.
Added new achievements :
Have all research point production buildings in your city simultaneously.
Have 6 different districts at maximum score simultaneously.
Have at least 150 citizens with all satisfactions at 30.
Added difficulty modifiers for city events : in easier mode, city event should happen less often and have a longer duration before fail.
Citizens can now bring resources gathered from a Rip off action directly to a worksite or a production building.
Resources gathered via the Rip off action on Collectable props (eg. Rocky Amalgam) are now added in the citizen's inventory instead of being dropped on the ground.
Citizens should now prioritize the output inventory of production buildings when looking for resources needed by other buildings.
Since the 0.2 update that we launched at the end of July, we’ve been hard at work on the next major update, which will be available on November 27th! However, since a good part of the new content has already been implemented in-game, we’d love to gather your feedback if you’d like to try out what’s coming early!
Please keep in mind that the latest version, available on the experimental_public branch, is still in an early stage, meaning you may encounter bugs, balancing issues, or placeholder text and visuals. We’ve made this version available for those who want to help, as gathering feedback from our experienced players will allow us to deliver the most stable and exciting update by the end of next month.
In advance, thank you so much to everyone who tries it out and shares their feedback on our Discord server!
Here’s what you can expect in the latest update, available on the experimental_public branch. To access it: right-click the game in your Steam library → "Betas" → select the experimental_public branch → update the game.
Featuring
New Districts System
We’ve made major changes to the District System, placing it at the heart of your city-building experience. The updated system now plays a crucial role in shaping your city’s progression and unlocking important bonuses.
At the start of the game, you build the new Founders’ Square and plan your city around. This square can later be upgraded into one of six specialized squares.
Each of the six distinct districts now has its own unique theme and corresponding square. As your city advances, you’ll unlock these districts at key moments, integrating them into your city’s progression. Constructing and upgrading these districts is essential for expanding your city’s potential and following the natural flow of your development.
Districts now come with significant unlockable bonuses that are tied to district development score thresholds. Each threshold has been carefully designed to align with key stages of the game, ensuring that bonuses arrive when they are most impactful. These bonuses can increase maximum satisfaction, boost Science and Legacy point caps, or apply powerful effects across your entire city.
Districts start with a basic square area, but you can extend their range by placing markers. The first marker is available right away, while subsequent markers require more advanced resources. We’ve also added some helpful new feedbacks, including the district preview when placing buildings and the projected district score increases.
New Satisfaction System
The revamped Satisfaction system is no longer just a number but a key component of your city's growth. Satisfactions provide significant boosts across your city, affecting key actions such as production, construction speed, and Science/Legacy point generation.
Each satisfaction score starts with a maximum of 10, which can be increased later through district bonuses. This ensures that the maximum score is attainable at any stage of the game. As you cross each threshold, the power of satisfaction bonuses increases significantly, making every milestone impactful. This makes satisfaction a natural progression goal throughout the game.
Buildings now apply satisfaction modifiers with levels that correspond to satisfaction thresholds. Late-game buildings apply higher-level modifiers, which can replace those from earlier buildings but not vice versa, making your city evolves as you progress.
To add more depth to the city, we've added a new City Events mechanic. Citizens will present you with narrative scenarios that offer objectives that you need to achieve. Failure to meet these objectives could result in some citizens leaving or negative impacts on your city. This system is mainly focused on satisfaction for this update, with plans to expand it in future updates.
New Research System
We’ve completely reworked the research system to make it more accessible and responsive, driving the progression more clearly while removing the pressure of constantly managing research.
The core mechanic is straightforward: research buildings generate points, and once you have enough, you can instantly unlock the desired research. This gives you the flexibility to engage with research when it suits you, while allowing you to adapt to a situation if you’ve stored enough points.
In the early game, the Field Lab takes the place of the Research Center, producing the initial Science Points through environmental analysis. This encourages exploring and analyzing the environment, delaying the need for more advanced buildings while smoothing the learning curve.
Research now revolves around two distinct types of points: Science Points and Legacy Points. Each research item requires one or both of these to unlock. It removes division between cultural and technological research, making the tree more intuitive and easier to navigate, while keeping the original intention.
To help you manage your goals, we’ve added a Pin feature. You can pin up to four research items, and the game will notify you when they’re ready to be unlocked. Pinned research is visible in a dedicated UI near your objectives. Additionally, any research tied to a quest objective is automatically pinned, so you never lose track of critical progress.
Tablets have also received an upgrade: tablet-specific researches are now visible in the tree but they remain locked. When you use a tablet, you can choose which research to unlock, offering more strategic control over your progression. Beyond these updates, the research tree has been revamped for a more streamlined experience, with a global rebalancing to enhance gameplay. This rework is designed to give you more clarity in your research progression, making progression smoother and more rewarding.
Detailed Changelog
[expand type=showmore expanded=false]
Main Features
Research:
● Building a Field Lab now unlocks access to the research tree. ● Science and Legacy Points are mainly generated passively by assigning citizens to the Research Center or the Hall of Wise. ● Analysis actions now also generate Science Points. ● Researches are unlocked immediately upon acquiring the required research points (Science/Legacy) and resources. ● New pinning functionality: ○ Players can pin up to 4 research items and will be notified in-game when the necessary points and resources are available to unlock them. ○ Research linked to quest objectives is automatically pinned. ● Tablet changes: ○ Added new research to unlock via tablets. ○ Tablet researches are now visible within the research tree. ○ Using a tablet allows players to either choose a research to unlock, or increase Science Points or Legacy Points. ● The research tree layout has been revamped, and all research costs have been adjusted.
District:
● New Buildings: ○ Founders’ Square ○ Sand Furrows’ Square ○ Fountain Square ○ Observatory Square ● Founders’ Square is meant to be placed at the start of the game, and can be upgraded into one of 6 specialized squares. ● New District Bonuses System: ○ Bonuses are unlocked upon reaching district points thresholds. ○ Some bonuses apply globally to the city, while others affect only the specific district. ○ District bonuses are linked to the research progression: Certain district bonuses increase the maximum Science and Legacy Points the city can hold. ○ District bonuses are linked to the satisfaction progression: Some bonuses boost maximum satisfaction levels. ● New District Shapes: ○ Default district shape is a square. ○ Players can unlock markers to extend the district area. ● District Feedback Improvements: ○ District areas are now previewed when placing buildings. ○ District point increases are displayed when placing buildings or plants. ● District concepts (names, visuals, and building points) have been fully revamped. ● A district overpopulation threshold has been added. If overpopulated (based on district points), housing satisfaction is reduced by half.
Satisfaction:
● New Satisfaction Bonus System: ○ Satisfaction now significantly boosts various actions such as production, construction, and Science/Legacy point generation. ○ Satisfaction boosts increase considerably at each threshold. ● New Threshold System: ○ At the start of the game, each satisfaction's maximum is capped at 10. The maximum is achievable using only early game buildings. ○ Maximum satisfaction can be increased through district bonuses, which will then require mid or late-game buildings to reach the new maximum. ● Housing: ○ Introduced the Rustic Tent for early-game housing, with a satisfaction cap of 10. ○ Housing outside districts has a satisfaction of 0. ○ Housing in overpopulated districts has its satisfaction halved. ● Satisfaction Buildings: ○ Mid and late-game buildings consume resources to operate, with the resource amount now based on the number of houses in their range. ○ Maintenance costs for buildings that affect satisfaction or terrain properties are now displayed in their construction tooltip. ○ End-game buildings may consume Science or Legacy Points to operate. ● Satisfaction Modifiers: ○ Satisfaction modifiers now have names. Named modifiers are non-cumulative, allowing for clearer identification of cumulative modifiers. ○ Modifiers have been fully revamped to match the new system. ○ Buildings now apply satisfaction modifiers with levels that correspond to satisfaction thresholds. Late-game buildings apply higher-level modifiers, which can replace lower-level ones from earlier buildings, but not the reverse. ● Citizen Acquisition: ○ Child spawning now depends on the satisfaction percentage relative to the maximum, making full child spawning achievable in the early game. ○ Child spawning now considers available spaces in global housing, allowing faster catch-up. ○ Citizens gained from exploration and quests follow the same catch-up formula.
City Events:
● New City Events System: ○ Citizens present scenarios through narrative events, providing objectives to achieve. Failure to meet these objectives may result in citizens leaving the city or maluses being applied.
Resource Flow:
● Several adjustments have been made to: ○ Ensure early-game resource objectives are clearer and achievable. ○ Make progression smoother and more rewarding. ○ Provide meaningful resource sinks, making the establishment of production lines more engaging and rewarding. ● Added new resources, mainly intermediate ones. ● Revamped many recipes and added new ones. ● All maps have been reworked, maintaining the original design intentions but with adjustments such as plant placement, points of interest, district space, shadow presence, and temperature heatmaps. ● Construction costs for all buildings, research costs, and recipes have been rebalanced.
Consequential Changes:
● Adjusted automatic citizen distribution in housing. ● Revised the prosperity score formula. ● The tutorial has been completely revamped. ● Quest objectives across all three campaign scenarios have been adjusted.
Other Changes
Content:
● Founder’s Square: new default square ● Sand Furrows’ Square: new advanced square ● Fountain Square: new advanced square ● Observatory Square: new advanced square ● Rustic Tent: new early game housing ● Cutting Station: new production building ● Science Exposition: new late game satisfaction building ● Cold Bathhouse: new late game satisfaction building ● Auditorium: new late game satisfaction building ● The Arborist Workshop can now perform the "Seed scattering" action on trees. ● Reduced the number of Rocky emanations per map and the amount of Boreal rocks obtained from ripping out Rocky amalgams, but increased the frequency of Rocky amalgam spawns. ● Citizens can now carry more resources (20, up from 10), with the Carrier Tower bonus increasing this limit to 50 (up from 20 in total). ● It is now possible to build over all environmental props sized 2x2. ● All Starting stocks now include 2 technological artifacts, streamlining the game's start by enabling immediate construction of a Field Lab. ● Trees no longer spread naturally, except for the Volcanic Tree. ● Invasive plants now spread a little bit more randomly. ● Expeditions can now be launched with a minimum of 3 citizens (reduced from 4). ● Culture rewards from exploration have been replaced with Legacy Points. ● The Sandglider now requires resources to operate.
Feedback:
● Added feedback for insufficient transporters or storage capacity in production and harvest buildings.
Bug Fixes & Performance Optimizations:
● Optimized performance when updating satisfaction and terrain properties during building placement or destruction. ● Fixed performance issues when opening building tooltips or moving district-related structures. ● Fixed a bug causing citizens to stop working in harvest buildings. ● Fixed an issue where harvest building feedback remained indefinitely. ● Fixed research tooltips not displaying properly. ● Fixed satisfaction bonuses not being reapplied after loading a saved game. ● Fixed multiple issues with building placement and highlighting. ● Fixed a visual bug with an environment prop taking more space than intended. ● Various other minor bug fixes and improvements.
Other Changes:
● Added game credits accessible from the main menu. ● Added new achievements: ○ Have all research point production buildings in your city simultaneously. ○ Have 6 different districts at maximum score simultaneously. ○ Have at least 150 citizens with all satisfactions at 30.
Update 0.3 - Corrective patch #2
Hello everyone!
Here's the second corrective patch for update 0.3! It's pretty short but the issues it solves were pretty annoying. This should be the last corrective patch before the next content update, the 0.4. Stay tuned for more info!
Please find the full patchnote below :
Bug Fixes
Fixed a bug where resources could be endlessly transported back and forth between 2 prioritized storage buildings, causing transport problems
Fixed the spawning of flying fauna when loading a save, causing a lot of spamming
Fixed pending analysis notifications when loading a save, causing a loss of analysis results
Fixed mismatching notification count when loading a save with pending analysis notifications
Update 0.3 - Corrective patch #1
Bug Fixes
Fixed a bug causing a softlock on reload when a Research notification was not loaded correctly
Fixed freezes where the system trying to update the score when destroying or replacing a paths by clay road (paths are no longer taken into account in the district score calculation)
Fixed typo in the tutorial
Fixed plural forms in various languages
Corrected text "be entirely in range" to "be in range" across all languages (previously fixed in FR and EN)
Update the way where Flying Fauna were spawning as they were appearing too frequently
Explorer Hut
Added feedback for “inventory full” and “missing transporters” when resources cannot be withdrawn
Enabled prioritization of inventory movement in the explorer hut over others
Visual Enhancements
Improved shadow rendering for fauna and tall buildings
Enhanced textures for the Hall of Wisdom and Pharmaceutical Factory
Update v0.3 out now!
Hi everyone!
Since our latest update in July, for which we received great feedback (thanks a lot, by the way — we really value your input, so don’t hesitate to share more on our Discord server!), update v0.3 is now available and includes a new challenging sandbox scenario, a new plant with unique gameplay, over 20 decorations, and more! Shall we dive into the new content awaiting you? ːsteamhappyː
New Sandbox map: The Furnace
Running from the heat, a group of survivors follows the Mother River's course and finds refuge near two modest oases. These meager groves will be able to shelter a few citizens, but what will happen when the community grows beyond these limits?
New plant: the Sage Lung
This special plant must be discovered through exploration. Once introduced to your city, it may provide surprising effects.
More than 20 new Decorations
Enhance your city with over 20 new decorative buildings. With this expanded selection, you have even more opportunities to personalize and beautify your urban landscape.
360° house rotation
Default houses can now be placed with their back facing the camera.
New Book of Knowledge filter system
A new filter allows searching for plants that provide specific resources.
Roads improvements
Paved Roads can be built over Paths, replacing them. Paved Roads now provide a Social Satisfaction bonus in their range of effect. Roads and canals can now be instantly destroyed.
New building: the Decomposer
A new early game building which transforms various organic resources into Rotten resources.
New repeatable trade events
Added 4 new repeatable events along with several improvements to the repeatable events system:
Visited locations are now marked with an icon
Choice buttons leading to the end of the event now display an icon indicating if the player can return to that destination
Added a preview of available resource exchanges at previously visited destinations.
Detailed changelog
[expand type=showmore expanded=false]
Features
- Houses can now be placed with their back facing the camera. - Added filters in the Book of Knowledge to allow searching for plants that provide specific resources. - Road improvements: • Roads and canals can now be instantly destroyed. • Paved Roads can be built over Paths, replacing them. • Paved Roads now provide a Social Satisfaction bonus in their range of effect. - 3 buildings are now spawning plants in a range around them: • the Kitchens now spawn Giant Mushrooms • the Agricultural Farms now spawn Scaled Corns • the Arborist Workshops now spawn Hatted Trees - Exploration events can now offer repeatable trades, allowing players to exchange certain resources for others. • On the Exploration map, already visited locations are now marked with an icon. • Event choice buttons leading to the end of the event now display an icon indicating if the player can return to that destination. • Added a preview of available resource exchanges at previously visited destinations. - Added flying creatures that will appear randomly depending on the map and the current season.
Content
- Added a new Sandbox map: The Furnace. - Added more than 20 new Decoration buildings: • Researches have been updated to unlock the new decorations. • District scores have been adjusted to account for the new decorations. • Added a new achievement: Living in a museum - Build 50 decorations in your city. - Added a new Plant: the Sage Lung. - Added a new building, the Decomposer, which transforms various organic resources into Rotten resources. • Renamed the existing Composter building, which is now called the Fertilizer, to better reflect its role in soil enrichment. - Added 4 new repeatable trades event. • Updated the exploration seeds of the three Anchorage campaign scenarios to include the new events.
Balancing
- Prioritized storages will now search for required resources in other non-prioritized storages that also need them, if those resources are unavailable elsewhere. - Reworked resource rewards in explorations events: • Resource quantities are no longer solely tied to the number of citizens in an expedition. • Common resources will be found in greater quantities while advanced resources will be scarcer. • Exploration carry capacity is now displayed as a multiplier in the destination and zone selection panel.
Feedback / Interfaces
- Surface analysis results are now more precise, detailing conditions for increased yields or special plant outcomes. - In the Research Tree, researches that unlock buildings required by a quest are now flagged similarly to those required by a quest. - The tooltip showing a building’s effect on terrain properties is now displayed in red when the effect is inactive. - In storage buildings, “Max all out” and “Minimize all” buttons no longer alter the “accepted / refused” resource state. - It is now more difficult to accidentally exit harvest marker placement mode when moving the camera with a right-click. - Houses now only require one of their cells to be within range of food and water distribution buildings to access those resources. Ranges have been adjusted accordingly. - Added descriptions to buildings that passively spawn plants around them. - Illness and death notifications now include the affected citizen’s name. - The Destruction mode tooltip now specifies that pathways can also be destroyed. - Plants that provide shadow no longer display temperature and well-being modifiers in their UI, as this is implied by their shadow property. - Plant ground impacts shows "no effect" when selected plant doesn’t apply any effect around it. - Heatmap cell tooltips are now only visible within the map’s playable area. - The "Collecting Tasks" title in building tooltips has been renamed to "Harvesting". - Adjusted some citizen skin tones for better representation in the portrait UI. - Various typo fixes in several languages. - Various UI adjustments.
Optimizations
- Optimized the update of satisfactions and terrain properties on the map. Placing or destroying buildings, roads, or plants should now cause fewer FPS drops.
Bug fixes
- Fixed a bug where citizens would stop working in harvest buildings. - Fixed a bug in harvest buildings where the "action available" feedback was incorrectly displayed. - Fixed a bug where plant feedback could remain visible indefinitely. - Fixed a blocking bug that could occur when hovering over a production building in the action menu. - Fixed a bug where production efficiency bonuses were not reapplied correctly on game load. - Fixed a bug where production efficiency was incorrectly calculated when bonus citizen slots were available in a production building. - Fixed a bug where the tooltip for modifiers was not correctly displayed on hover in the selected building panel. - Fixed a bug where the influence zone of harvest buildings or markers could be displayed incorrectly. - Fixed a bug where buildings under construction were not correctly sorted in Districts after loading a game. - Fixed a bug where the priority marker was removed from worksites after construction resources were delivered. - Fixed a bug where the priority marker was removed from worksites after construction resources were delivered. - Fixed a bug where pausing a harvest building prevented citizens from harvesting plants even after unpausing the building. - Fixed various issues where building feedback were not correctly displayed. - Fixed a bug in "building positioning" mode where related objects were not highlighted correctly. - Fixed a visual issue with an environment prop taking more space than intended. - Replaced plants that were placed outside the playable areas of the map with visual-only props. - Adjusted playable areas on existing maps to remove inaccessibles cells. - Fixed a bug where citizens could be assigned the wrong job skin upon reloading. - Language carrousel won’t change anymore when resetting options in game. - Various bug fixes.
The Early Access release had a lower conversion rate than we expected, despite receiving good reviews. We would like to learn from you about the blocking points and how we can improve the game.
if you didn't purchase the game, it will be very useful if you can fill this form and help us to improve the game (it's anonymous): LINK TO THE FORM
(For people who already purchase the game, we continue to follow the feedback in the forums and discord of course).
Thanks for your help!
Update 0.2 - Corrective patch #2
Hello everyone,
Here's the second corrective patch for the 0.2 update. We're always on the lookout for your feedback, so feel free to share yours on Discord! Thanks for your help and support.
Feedback
Updated gradient colors for satisfaction heatmaps. When satisfaction is zero, the color is black. This makes it easier to see where there are satisfaction bonuses, even when they are low.
The dark color of the shadow heatmap has been adjusted.
The analysis icon in the search that unlocks a new analysis is now a little cleaner.
Analysis names are correctly colored in an analysis tooltip.
In Polish and Russian, the font and shadow of the time font in the HUD have been improved to make them more readable.
Bug Fixes
Save/Load
Fixed an issue with the “obtain resources” objective not appearing as “valid” when reloading a save.
Fixed an issue where heatmaps were empty when loading the game after accessing the main menu.
Previously explored destinations (blue pins) are now correctly displayed in blue when loading a save.
Fixed the problem of selection ranges still visible when loading a save.
Citizens assigned to a building thanks to a bonus number of additional slots will be correctly restored after reloading a game.
Plants and harvesting
Arborist workshop and Agricultural farm no longer highlight plants with which they cannot interact.
Amount of resources shown above the Cabbage shrub is no longer inverted on “rip out” and “pick” orders.
Plants of size 1x1 will no longer be killed by the Volcano 1 cell tree further than what is displayed in the south and west directions.
The Throated lily no longer mentions the Diluvian bush in its “propagation” trait description.
The Plant nursery orders no longer start while the first order is being painted (to avoid losing resources).
Harvesting workshop module requests are now correctly canceled when the building no longer has the necessary resources. This prevented other buildings from selecting these plants.
Various
Fixed an error that could cause the game to hang when selecting a clay road worksheet and then unselecting it once construction is complete.
Fixed the current expedition’s panel, which indicated a shorter expedition time if a Sandglider garage was built.
Fixed unlocked scenario information in the victory window that displayed misleading information when completing a scenario in the sandbox mode.
Some cells in scenario 3 of the island campaign are no longer available for construction.
Hotfix - Spanish Tutorial issue
Hello everyone!
Sliding in just a quick hotfix, as the tutorial in Spanish was having a critical issue that we wanted to patch as soon as possible. Expect a bigger patch soon!
Lo sentimos a nuestros jugadores españoles y españolas!