devlog

Build notes

What we changed, and why

Short notes from the studio as the Early Access build moves forward. Each one covers a single pass of work on one district, written the way we write it for ourselves. The same notes go out to the newsletter.

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.