Synergy cover
Synergy screenshot
Genre: Simulator, Strategy

Synergy

Update 0.2 - Corrective patch #1

Hello everyone!

This is the first corrective patch for Update 0.2, primarily addressing bugs we've discovered or you have encountered during your gameplay.
We really appreciate all your help in spotting these issues. Your support means a lot! We try to reply to each of your messages, no matter where you're contacting us. Even if we don’t get to respond to everyone, know that we’re reading and considering all your feedback!

Update 0.2 - Corrective patch #1 - 31/07/2024



Feedback



  • Improved harvest markers and zones to be easier to read.
  • Adjusted the font and shadows of the resource count displayed above plants to be easier to read.

Bug Fixes



  • Fixed a bug where the active task orders list could be empty in harvest building, causing many game functions to stop working correctly.
  • Added blocking cells on Oasis Island map to prevent construction in unreachable areas.
  • Fixed surface analysis feedback for the Volcanic Tree (previously displayed “wounded”; now correctly show “intoxicated”)
  • Fixed a bug that could softlock the game when an expedition is returning, if some members contracted an illness during the expedition and if the game had been saved and reloaded in between.
  • Removed the display of heatmap when clicking on a plant slot in the Plant nursery.
  • Fixed a textual feedback in harvest building selected panel.
  • Harvest module now clears orders when unassigning all citizens and does not start tasks when the inventory is full. This correction prevents a harvest building from reserving a plant and thus preventing other harvest building from interacting with the plant.
  • Fixed harvest feedback “action available” to now correctly update when a citizen reaches the building instead of when registering the citizen.
  • Fixed feedback of flipped buildings and plants.
  • Fixed the highlight of buildings during the building placement phase to be correct when the building is flipped.
  • Added a tooltip for "?" button of the Starting stock.
  • Updated some trees on scenario 1 map that should be dead when the game starts.

0.2 update out now!

Hello everyone!

As we announced recently, our first update is ready for you all, featuring a new scenario, harvesting overhaul, moving buildings, and more! We're listening to and valuing your feedback, so feel free to share yours on Discord to help us make Synergy the best experience possible!



New scenario for The Anchoring Campaign



If you have completed the first two scenarios of The Anchoring campaign, get ready to discover a new adventure. This new scenario introduces its own quest, an exploration map, and a new environment to immerse yourself in.
Additionally, new Steam achievements await you with this scenario:
• Complete The Anchoring campaign
• Complete The Anchoring campaign with a gold medal on all scenarios



Harvesting Overhaul



We’ve completely redesigned the harvesting system based on your valuable feedback. The previous system required too many manipulations and did not allow for multiple actions with the same building.

Here’s how the new system works: you now have 3 harvesting task slots. Each task allows you to select a harvesting area and the type of plant to harvest within that area.

Advantages of this new system:
Smooth execution: Harvesting orders are much quicker and easier to command.
Task versatility: With a single Picker’s Cabin can now handle multiple tasks simultaneously, such as picking fruits from bushes and trimming Cinder sprouts.
Automatic harvesting: New plants of the selected type appear within the designated area will be automatically selected for harvesting.
Smart harvesting: By selecting only one type of plant, harvesters will interact only with this type of plant, and thus will avoid interacting with harmful plants, preventing injuries.



Additionally, plants now display the number of resources they yield when harvested, provided you have analyzed them beforehand, enabling you to better estimate your harvests and identify the most productive plants.



Moving buildings



We have responded to one of your most frequent requests by enabling the ability to move buildings.
You can now reposition any building using a new button in its interface. This action does not cost any resources but requires the same construction time as building it anew.



Housing Satisfaction Preview



During the placement phase of a house, you can now preview all the satisfactions it will receive at that location, as well as the local temperature. This feature allows you to better anticipate and choose the optimal spot to maximize the comfort and satisfaction of its inhabitants.



Display of Building Impacts



During the building placement phase, and upon selecting a building, you can now see its impact on ground properties (temperature, humidity, etc.) and housing satisfactions (well-being, knowledge, etc.).



Remaining Analysis Indicators



During the plant analysis selection phase, plant types eligible for new information are now highlighted.



Unlock Visualization



Researches can now display multiple unlocks for a single research. This allows you to see all buildings unlocked by a research, all tasks, all modifiers...



It could be hard to find newly unlocked buildings in the construction menu.
Now, when a new building is unlocked through research or tutorial, it is highlighted in the construction menu. Categories containing newly unlocked buildings are also highlighted.



Edge of map Fog



There is now fog visually obscuring the edges of the map where construction is not possible.
During the building placement phase and planting phase, grid squares where construction is impossible are cross-hatched in red.



New Decorations



Several new decorations have been added to allow you to embellish your city.
Some of these decorations increase the Culture level and are easily accessible in the Research Tree to facilitate early-game Culture score progression.



Detailed changelog


[expand type=showmore expanded=false]

Features



• Harvest System overhaul
• Building movement feature

Content



• New Scenario to complete the Anchorage campaign
• New Decorations :
→ A new Research unlocks the Fabric Art Decoration Pack:
⇾ DecorativeFabrics: +3 Culture
⇾ FabricPortal: +3 Culture
→ Several other decorations are unlocked along with other researches

Balancing



• Plants
→ Modifying plants starting positions to fit new harvest on all maps
→ Rocky fig yield change: +1 boreal rock per harvest action

Feedback / Interfaces



• Border Map Fog :
→ Add a fog on the map borders.
→ Add a new crosshatch effect on map borders to improve readability of building placement and movement.
→ Heatmaps are now shown only inside of the map’s borders.

• Analysis :
→ Add worldspace feedback on plants where there is still information obtainable when choosing analysis order.
→ While in any harvest mode, the amount of resources that will be obtained is shown above the plants, if the analysis has been done on it.

• Exploration :
→ Add display for Exploration bonus module (in the Sandglider garage UI) + added preview of this module on the building tooltip.

• Research :
→ Add a new flag on researches that are required by an objective.
→ Unlocks section of selected research can now show several unlocks.

• Districts :
→ Improved score display: show the current and maximum score of each category of elements. It should be easier to understand which category is the most important.

• Construction menu :
→ Newly unlocked buildings will be highlighted, as well as their category.
→ Square tooltip in the construction menu now shows which districts are associated with the square.
→ Building tooltips now show the quantity of required resources available inside the city.

• Various :
→ When in placement mode of a house, a tooltip above the house indicates the temperature and satisfaction on the selected area.
→ When in placement mode of a building, and when selecting a building, a tooltip above the building indicates its impact on terrain properties and satisfactions.
→ Time controls are now available even when painting orders or priority.
→ EA Popup can now be closed with the “ESC” shortcut.
→ All UI accessible through radial buttons (Citizens List, Book of Knowledge, Exploration map, Research UI) can now be closed with their opening shortcut.
→ Add display for buildings that modify terrain properties or satisfaction in their range and that doesn’t have any other module shown, such as decorations.
→ Add "action available" feedback for plant nursery.
→ Improves quest validation title for better readability in some languages.
→ Increases width of some tooltips for better readability in some languages.
→ Resources displayed in a warehouse selected panel can now properly display its name on two lines if necessary.
→ The list of citizens now displays the citizen’s description on two lines if necessary.

Visual



• Citizens should now more consistently look at the object they are interacting with.
• Add depth map for several elements. Depth map is the technical feature which allows to display correct shadows and allow citizens to move close to the elements. Affected elements:
⇾ A dozen of environment elements
⇾ The new decorations added with the update
⇾ The Straw tree
⇾ The Library
⇾ The Large mushroom

• WindMask :
→ All selection outline types are now moving with the wind
→ The Cabbage shrub
→ The Whipping gourd
→ The Diluvian bush

• Outline :
→ The Straw tree
→ The Sunshade tree

• Adjust Throated water lily feedback position.
• Use the correct visual of the Autonomous garden when using a task with Toxic water.
• Fix a visual glitch under the Pontoon when antialiasing is disabled.

Optimisations



• Options canvas should consume less CPU when not visible
• The diary UI should now consume less CPU when not visible
• Worldspace feedbacks should now consume less CPU when disabled
• Harvest buildings should consume less CPU when they evaluate if the plants in their zones can be harvested
• Citizens should consume less CPU when they evaluate if they have to go back to their workplace after completing an activity

Bug fixes



Add a security to prevent the creation of corrupted Macro save data.
• Fix completed quest destinations being incorrectly shown when reloading a game.
• Fix an issue where citizens would get poisoned when collecting a rocky fig.

• Seed scattering harvest task now correctly wait for needed resources before being executed.
• The recipe requiring sand and mushroom will correctly appear in the Purification basin when the related researches are unlocked.
• Fix related research not visible in the selected building panel for some building modifiers.
• Fix an issue with the victory popup of sandbox scenario completion showing that the player unlocked a new scenario when it is not the case.
• Fix an issue with the tablet recovering objective that was not reset when starting a new game.
• Fix a bug where the wrong plant icon could be shown in an analysis slot.
• Fix analysis feedback "action available" showing when all analysis module slots are filled.
• Fix time control shortcuts not being enabled when loading a game from the main menu.
• Fix an issue with completed quest step animation still visible on the Quest panel when loading a save while the animation was running.
• Fix LavaBulbs wrong temperature needs info.
• Fix an issue with buildings not selectable after a narration popup appeared while in building placement mode.
• Fix an issue which could softlock the game when in “rip out” mode.
• Fix order pins blocking building placement behind them.
• Fix issue with buildings not selectable after a First Time Event popup appeared while in building placement mode.

Play now or wait until July 25th at 10am PT to save 20% on Synergy:



https://store.steampowered.com/app/1989070/Synergy/

SimFest + Update 0.2 Launching Tomorrow!

Hello everyone,

We are glad to participate in this year's SimFest, featuring awesome simulation games.
For the occasion, you can grab the game at 20% off and save even more with our bundles!

https://store.steampowered.com/app/1989070/Synergy/

But that's not all. As you may know, we have been hard at work cooking up a new update for you, featuring a new scenario, harvesting overhaul, and more.
The 0.2 update will launch tomorrow, and we can't wait for your feedback. So feel free to join our Discord server to share yours!

Have a good SimFest everyone, and see you tomorrow for the 0.2 update! 👀




Opening an experimental branch!

Helloooo everyone!

We're making this news to announce that we're opening an experimental branch, and also to explain why!

As the first big update is coming (more on that later in this post), we'd like to give you the opportunity to help us by giving your feedback, thoughts, reports, everything on what's coming! While we already added some requested features/QoL you asked, this is important to us to make sure that we're heading in the right direction. As you might guess, the earlier we make the changes, the better it is, and this is exactly the goal of this branch

So! How to join? Well that's easy! Just right click on the game in your library, go to properties, and search for the "Beta" tab. There, you should have drop down menu. Click on it, and select the branch called "experimental_public". Your game should update itself, and you're ready to go!
Note : You can revert back to the stable version of the game by selecting "none" is this dropdown menu

Now a quick reminder : As this is an experimental branch, you can expect small bugs, balancing issues, but also some bigger bugs! We are checking the builds internally before sending it your way, but as the branche's name says, the game is still in an experimental state.

We encourage you to make a backup of your save files before hoping on the experimental branch, that way you will always have a rollback method in case anything goes wrong. To do so, you can see the "Game Crashes" topic on the forums and copy the folder that's mentionned there anywhere else on your computer ; and copying it back if you want to roll back

Should you have anything to report, the best way to report would be on the game's Discord
There is a specific section there for bug reports and another one for suggestions. You can also report anything you want to here, on steam forums. Whether it's on Discord or on Steam Forums, please add "[EXPERIMENTAL] at the beginning of your post title so we can easily see that you're playing on this version.
We might make a dedicated section for experimental branch on discord, but we're not sure yet it would be useful

And, finally, what will you find on this first experimental build?
I'll remain deliberately vague on this, as we don't want to go too much into details in the first place and have feedback as "raw" as possible, but here are the main topics :

- New scenario (unique map, unique quest)
- New harvesting system
- Movable buildings
- Different QoL enhancements, namely on information display and general visual feedbacks

As usual, thanks a lot for playing Synergy and making great feedback ; we can't wait to see what you've got to say with this first experimental build!

Patch #2 - 12/06/2024

Hello everyone!

Here's a new patch with a lot of different topics! We keep on working on those bugs you're having, but we're also tweaking the balencing and adding/fixing stuff linked to overall QoL.
That's a lot to read, but here's a patchnote that lists the changes!

And as usual, thanks for playing Synergy, and for all your feedback!

Have a wonderful day,



Patch #2 - 12/06/2024




Balancing



  • Bunch tree shadow will now correctly decrease temperature
  • Reduce road and canal destroy duration
  • New plants added by a spread are now immediately sorted in clusters. It should prevent the creation of stacked plants
  • Districts that increase max satisfaction also increase current satisfaction
  • Temperature control balancing:
    • Increase tree shadow size from 5-7 to 7
    • Plants that increase organic matter now also reduce temperature by 5, except trees which were already applying shadow (shadow reduce temperature by 10 and increase wellbeing by 5)
    • Reduce Plants range from 5 to 4
    • Elements that are considered as "water point" (canal, fountains and well) now reduce temperature by 5 (non-cumulative with each other)
    • Sun awning now apply Shadow in its range (shadow reduce temperature by 10 and increase wellbeing by 5). Its range has been reduced from 10 to 5. It doesn't increase wellbeing in range anymore since shadow is already increasing wellbeing. Its construction cost is now 12 tree tunks and 6 resin.
    • Tapping a sunshade tree is now possible and gives resin, making resin easier to obtain in the second scenario of the campaign.



Feedbacks / Interfaces



  • Fix request for a resource needed not resetting correctly when the storage is full, leading to "missing transporter" feedback staying active
  • Inputs are disabled when an input field in a warehouse module is selected (ESC key deselects field)
  • Fix input text incorrectly showing "400" when erasing wanted amount in resource entry in warehouse module
  • Fix order paint from a different emitter when target already has an order with same order type (now allowing to order harvest on a plant which already has an harvest order from a different building)
  • Fix a research description that was not mentioning the affected building
  • Added space between paragraphs in option description text
  • Input buttons in options are not interactable
  • Disable pressed state of info tooltip button on building selected panel
  • Change pruning icon + fix 1 wrong icon for reaping (in researches)
  • Add population growth tutorial as first page in the HousingSatisfaction step
  • Desaturation works correctly again on plantation mode
  • Remove the mention of "unlocking researches" in the research bonus module (+ its tooltip)
  • Added technological or cultural feedbacks on selected research panel in research screen
  • Add information about the relation between "Pause Unfocused Game" option and "Mute Inactive Window" option
  • Production buildings' default method is now empty if there are more than one available


Other bugs



  • Fix not opened analysis notifications data shared between different games
  • Fix texture assigned on watergourd for better result on grown state
  • Fix depth and navigation issues on purification basin
  • Fixed some feedbacks not correctly cleaned when destroying a building
  • Fix wrong plant spawn positions in plant nursery + added security when a citizen tries to plant on an inlalid object
  • Fix move camera with mouse sometimes locked
  • Fix road built when still in worksite on a loaded save
  • Fixed a bug where the autosave could be triggered after the player clicked on the "Return to the main menu" button, or during the loading of another save file
  • Fixed a bug where citizens would never go to the infirmary after loading a save file
  • Fixed infinite loop crash when a capacity modifier bonus is removed from a building
  • Fixed a blocking bug when trying to destroy an empty production building
  • Fixed a bug where resources would not be directly transported from production building to other buildings (infirmary, art gallery, school...) if there was no available storage for this resource.
  • Fixed a bug where citizens would bring resources to paused worksites after a reload
  • Irrigation pumps also reduces temperature in their canals range
  • Fixed a bug where sandglider garage was not correctly loaded when loading a save in certain conditions
  • Several minor fixes in FR and EN only

Patch #1 - 06/06/2024

Hello everyone!



Let's go for our first patch!
Why is it now called a patch instead of a hotfix? Well basically we kept the Hotfix term for the quickfixes after the release. Now that we're more on a cruising pace, it felt more appropriate to stop calling them Hotfixes.
Also, as the "Minor Update" term is used in our Roadmap, we don't want to use that word because it'd be confusing.
You might think that I'm thinking too much for just 3 words! And I might be, but I still think semantics are important :D

Anyway, the big news here is that we updated our version of Unity, fixing a video memory issue. What it does mean is that the memory issues might've been the source of a lot of different crashes or performance issues, and this might fix it for you. Do not hesitate to come and tell us if you still have those problems!

There are also a lot of different bug fixes, a bit of QoL and balancing in there. To know more about that, please read the patchnote below

Thanks a lot for playing Synergy!



Patch #1 - 06/06/2024




Balancing



  • Reworked Return From Infinity map (first scenario of the campaign). It should now be easier to progress in the map throughout the game, with early game resources moved closer to the starting location and more easily obtainable, late game resources moved farther, and more obvious choices for your city's expansion
  • Increased historic district citizen bonus from 1 to 2 but decreased default Art gallery worker count from 4 to 3
  • Increased harbor district toxic water cost reduction from -2 to -5
  • Increased natural district plant growth speed bonus from +25% to +50%
  • Extension buildings (Experimental laboratory, Spherical forum, Sandglider garage) doesn't require to be placed near their respective base building anymore
  • Removed tool cost from Arborist Workshop and horti hut
  • Reduced tool costs from several researches (arranged cave, irrigation canal, music workshop, pharmaceutical factory, sand extractor)
  • Fixed Bamboo flute and Whipping gourds needs
  • Analysis : changed condition to unlock Plant actions information. You now only need to have unlocked the corresponding harvest building before performing the analysis


Feedbacks / Interfaces



  • Fixed a bug where notification animations could be stuck and never disappear
  • Fixed pink highlight on buildings not correctly cleared when destroying a house
  • Fixed wrong "no worker feedback" on plant nursery module
  • Plants feedbacks while in Harvest mode should now be correctly displayed on any plant states
  • Locked scenarios in scenario selection are now displayed in a non interactive greyed state
  • Better sorting order for save files in load menu
  • Improved highlight effects (Cumulative highlights should work as intended)
  • Fixed a bug that could force the player out of Plant Nursery's plantation mode


Other bugs



  • Our version of Unity has been updated. It fixes a video memory issue, and we hope it will fix at least some of the crash issues players may experience
  • Fixed a bug with Destroy Orders at reload which could break the save
  • Fixed a bug which could block the game when saving between two quest steps
  • Fixed district bonuses not correctly removed when the district becomes invalid
  • "Window on top" option should now be correctly hidden on MacOS
  • Sunshade Tree and Hatted Tree should now correctly apply shadow in their range in the "collected" (fruitless) state
  • Petrified Giants and other protective plants should now correctly prevent Cinder sprouts from spreading
  • The message informing that a scenario completion is required to progress in the campaign is now correctly displayed in the scenario selection screen
  • Resolution, UI scale options and Reset options button should now work better with windowed mode
  • Fixed depth texture of the Hatted Tree
  • Various bug fixes

Hotfix #4 - 29/05/2024

Hello everyone!

We're here with our 4th hotfix, the second big one, adressing different problem we found, or that you found during your playtime! We also made some small general adjustments that will improve the overall experience of the game

I know I do this everytime, but I really want to thank you all again for helping us finding those issues. I cannot express how much it helps.
I'm trying to answer to each one of you no matter where you're talking to us, but if I don't, know that we still read you!

Anyway, here's the list of what's changing with this 4th Hotfix!

Hotfix #4 - 29/05/2024



  • Fixed a bug where feedbacks on buildings were not correctly displayed
  • Fixed a bug where building panel buttons (pause, prio, destruction) could stop working properly if two buildings were selected very fast
  • Fixed a bug where citizens were not correctly assigned to their working place on reload
  • Fix a blocking bug which could happen when the citizens were trying to harvest a plant which has been removed from the map
  • Fixed a bug where building highlights were not correctly disabled
  • Fixed a bug where citizens' vital need could be disabled when starting a new game after the tutorial
  • The player can now build up to 3 Weather Stations. This will allow the completion of multiple districts requiring a Weather Station.
  • Research durations should now be correctly displayed in the Research screen even if they already are completed
  • The Sandglider Garage expedition speed bonus should now be correctly active on reload
  • The Sandglider Garage is now in its active visual state by default
  • Some exploration pins have been moved to be more easily selected
  • Fixed a bug where exploration pins had a wrong icon on reload
  • Fixed two inverted Diluvian Bush analysis info about its needs
  • Fixed the "mineral minimize analysis info" that was displaying organic icon instead of the mineral one
  • The resources counts displayed in the HUD are now visually limited to 9999
  • Various text corrections

Hotfix #3 - 24/05/2024

Hello everyone!

We're pushing a third hotfix, this one specifically for a single bug - but an annoying one.
We're also aware of an issue where, sometimes, UI buttons (like destroying a building, or accelerating time) do not work as intended on click. However, you should still be able to use them with the keyboard shortcuts

We're actively working on this and will push a fix as soon as possible! We're also working on crashes that still happens to some of you. Thanks a lot once again for all your feedback!

Hotfix #3 - 24/05/2024



  • Fixed a bug where, when reloading a save, citizens assignation in buildings was not conform to when the save occured

Hotfix #2 - 23/05/2024

Hello everyone!

Here's a second patch, this time fixing a lot more than the previous one. We keep on chasing those nasty bugs!

I'm also thanking you all for taking part of this ; you've really helped us a lot with all of your reports, either on Steam forums, to our support mail ( support@goblinzstudio.com , should you need it!) or on the Discord

This really allows us to gain precious time on fixing the bugs, and we're super grateful about this.

Here's a list of what's changed!

Hotfix #2 - 23/05/2024




  • Fixed a blocking bug that could occur when deselecting the Field Laboratory
  • Fixed a bug with keyboard camera movements in the Research tree
  • Fixed a bug that prevented the achievement linked to obtaining Tablets from updating
  • Harbor district is now asking for WaterPump as main building and Pontoon has been made optional. Its score has been ajdusted.
  • Fixed a bug preventing Citizens to go to the Infirmary in some situations
  • Order prioritisation (Harvesting, Analysis...) is now correctly saved
  • The option to disable autosave should now work correctly
  • The Plant Nursery can now be used to plant a new plant on top of the small decorative props
  • The game's logo has now been localised for the Japanese, Chinese and Korean versions
  • Added the missing resolution to the JourneysNeverTaken event. The event reward is now correctly obtained
  • Objectives requiring you to explore a zone should no longer take the starting zone into account
  • Added the Early Access info modal popup to the main menu
  • Unused researches and narrative researches are now invisible in free modes
  • Buildings and plants duplicates are displayed only once in district owner module view
  • (text consistency) Use correct text tags and terms around protections resource mentioned in researches
  • Adjust a brambles analysis info (it was not mentioning the spread of the plant)
  • Fixed various bugs in the display of the panel and tooltip of production buildings operating without citizens (eg. the Well)
  • Added various missing translations
  • Corrected various errors in the translation of certain texts
  • Hatted Tree : added depth map
  • Embassy: added depth maps and updated pathfinding for citizens walking through the building
  • Added a security check on a potentially destroyed object that the game was trying to access (Exploration pins)

Hotfix #1 - 22/05/2024

Hello everyone!

This is a quick hotfix about korean language, since there was a blocker during the tutorial that would happen very often.
More updates to come, we're namely cooking one that should be out tomorrow or on friday!

Thanks a lot to everyone!
-Thomas

Hotfix #1 - 22/05/2024



  • Fixing an issue in korean language that would lead to a blocker when reaching a certain textbox