Devlog 08
Mods, saves and the long tail
Workshop support moved from a planned feature to a working one: assets load from an open format, mod load order is explicit, and a broken mod no longer takes the save with it.
Cross-platform saves came along with that work. The same city opens on Windows, macOS and Linux, which matters more than it sounds when a run lasts a fortnight.
Devlog 07
Co-op without a scoreboard
Co-op is PvE and will stay that way. This pass rebuilt how two players share one planet: districts can be split between them, the ledger stays common, and neither side can lock the other out of a build queue.
We tried competitive variants early in development and dropped them. A shared city where one player quietly bankrupts the other is a worse evening than a shared city that works.
Devlog 06
Licensing the casino floor
The casino district needed a reason not to be built first. Licence tiers now depend on the civic rating the leisure district feeds, so a city that skips its parks finds the floor capped well below what it could otherwise support.
Each venue type also carries its own odds, volatility and staffing cost. A floor packed with high-volatility machines earns well on a busy night and embarrasses the budget on a quiet one, which is exactly the trade-off we wanted to exist.