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Cities: Skylines Official

Second Lieutenant
Paradox Staff
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Jul 31, 2023
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  • Cities: Skylines
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Hello City Builders,

We wanted to take a moment to update you on the status of our upcoming releases. We know many of you are excited for new content, and we want to be transparent about where things currently stand.

The two Creator Packs — Modern Architecture and Urban Promenades — have been completed by their creators. While the Economy Patch, Detailers Patch, and Decorations Patch are all part of our commitment to improving the base game, we are well aware that the Asset Editor is one of the most crucial remaining features in fulfilling our promise to make mods fully available in-game. To ensure we don’t split our focus, we’ve made the decision to push the release of the Creator Packs to Q4. This will also affect the upcoming release of Bridges & Ports Expansion that will instead come in Q2 2025. We will continue dedicating our efforts to the base game before shifting focus to paid content. Our goal is to ensure the community is satisfied with the state of the game, and once we’ve achieved that, we’ll be excited to release these amazing packs to you!

/The Cities Team




For those interested, here is an update from Colossal Order and what they are currently dedicating their focus to:

Hi everyone! It’s been a while since we shared an update, so we wanted to take this opportunity to talk about what we’re currently working on. While we don’t have a timeline to share at this point, we can share our current priorities. At the very top of our list is support for custom assets for the Editor and finalizing the console version of Cities: Skylines II. Two different teams work on these, so we’re able to make progress simultaneously, but for the sake of clarity, let’s take them one by one.

Asset Editor
The Asset Editor has presented us with more challenges than we expected, but we’re making good progress and have been sharing updated builds with the modding beta group, so they can get familiar with the Editor and provide feedback on its functionality. While we have done some initial testing of the importing, saving, and sharing processes, more work is needed before we can release the beta version of the Editor for public use. Two key features need to be finalized before asset support is available: Serialization and Virtual Texturing support for custom assets. Serialization is the process that turns meshes, textures, and asset information into an easily shareable file, similar to the .cok files that are created when saving maps. Virtual Texturing plays a key role in optimization as it reduces GPU memory usage.

Once these are ready, we can finalize the asset side of the Editor and set a timeline for its release. We know you’re itching to have custom assets to help bring your city dreams to life, and we’re equally excited to support the amazing asset creators in our community.

Console
Regarding the console version of Cities: Skylines II, we don't have any news beyond what we shared last time. We continue to work on it and will share an updated release window as soon as we have one.

Hotels & Tourism
We see your frustrations with this issue and want to assure you that it’s the top gameplay issue we are currently investigating. We’re making adjustments to the likelihood of hotels appearing in your commercial areas and going through all the bug reports we have related to tourism. Once we have a fix ready, we’ll share more information, similar to what we did with homelessness.

Detailer’s Patch #2
As promised, we have more detailing features in the works, and the Decorations Menu of patch 1.1.8f1 was only a part of that. Since we’re still working on this content, we won’t reveal the details yet, but we can share that we’re looking at road-related decorations and a line tool for placing props and trees. Our focus with Detailer’s Patch #2 will be on features rather than new assets, so while we expect to have a few new things for you to place, it won’t rival the first installment when it comes to variety.

Bug Fixes & Feedback
Besides the above, we are working on fixing bugs and incorporating your feedback wherever possible. We prioritize bug fixes based on how severely they impact the gameplay experience, so for example crashes are at the top of the list. If you encounter a crash, please share details so we can reproduce the issue and fix it. We also follow discussions in the community to make sure we address the issues that annoy you the most, so we can improve your overall experience. We are grateful for all the bug reports you have shared with us. The information and attached saves help us narrow down the cause and test if our fixes do the trick.

Following the Economy 2.0 patch we received a lot of great feedback on the difficulty of the game. Some of you enjoyed the added challenge while others did not. We understand that using the game options that disable achievements is not the most elegant solution for those of you who enjoy a lot of creative freedom while also wanting to keep some of the challenges in your gameplay experience. We are taking the time in the next months to figure out how we can better provide both fun and challenging experiences for the different types of players we have.

Thank you for all the support, the detailed and constructive feedback, and for being a positive part of our community. While our focus is on the game, we still check in with discussions as often as we can and appreciate everything you share with us. We are committed to making Cities: Skylines II the best game it can possibly be, and we’ll keep working until we get there.
 
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Delays. And look, mister Frodo, more delays.

I personally would really like to receive the content I preordered and paid for. It is ready, release it. Beach assets could be released, so these assets can be too.
 
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Thank you so much for the updates! Really appreciated!


Can you please give us some news when the Mods will be available on Nvidia GeForce Now? We really love the game and many of us use GeForce now to play this game. So hopefully you can find a solution for this. Can't wait! thank you!
 
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Trusting the process. The initial release was a little wonky, but the game has taken some excellent strides and is so enjoyable. Looking forward to it improving more and especially looking forward to the Asset Editor and creator packs!

Keep up the great work.
 
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The modding community is almost dead, a month goes by and there is only some creator that adds prints, at this point I almost prefer that the packages that we have paid for more than 1 year ago are released so we can have some fresh air in the game while the asset editor update that is so long awaited arrives.
If not at least I trust that those of us who have paid 90 euros for all the content this year and have kept the commitment to wait and support the company will see some other compensation. The summer was too long...
 
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Maybe I misunderstood previous messages, but despite deadlines set to Q3 2024, I understood that all new paid content (despite some users already paid for it on the UE) was delayed until the game was in a better state, and despite latest updates have improve somethings, it's still pretty much in a similar situation: No asset editor, still beta mode for mods and editors, and many bugs on the game, that look like you start caring about, like the tourism one. So I didn't expect that any content was going to be released soon, and I still think that if a lot of things changes in very short time, we won't also see this content in this 2024 year, especially if you still are having big problems with asset editor and no advances on console edition.
 
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Finally, some good news.... I really thought that version 1.1.8f1 was going to give us the full asset editor but it was better being a bit late and polished then rushed and broken. The full asset editor is what going to make the game florish and is the final missing puzzle from CSL1 that needed to be implemented to make this game great. As the community may already know I have been nagging the developers to finally get the full asset editor ready for public and I can not wait to see what the community (and the modders) will do when the tools are released into the wild! If pushing some DLCs is what needed to get the asset editor published then I say do it.
 
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Regarding Asset Editor: If the meshes/files that can be uploaded into the editor arent in a state yet to be shared on pdx, at least invite some more asset creators to the closed beta, so they can start fiddling around with their meshes in the editor and get used to that part of the asset creation process already. Plenty of community members already spent tons of time in the editor to edit custom prefabs but somehow it looks like most of them are old content creators/modders from cs1 days
 
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Thank you for clarifying things, however what I miss on this post over here is what was added on X - the current priorities in one picture which I think is looking good!

1000043308.jpg
 
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That's fine. I'm confident in you guys' work. I'm glad of progress to this point. I wasn't there for the release of CS1, so I don't know the growing pains for it. But I'm sure you guys will get it worked out.

What I'm concerned about in the way things look today, are things like Hotels still broken. Taxis swarming the cities eating up CPU usage. Continued traffic issues. And then simulation speed vs CPU usage.

Those quality of life issues continue to make play a little tough. And then adding new releases and content on top, then downloading mods and running.

I think lightening the processor load should be taken a little more seriously.
 
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The game is screaming for a breath of fresh air and I really don't understand why, if there is content ready, it's not being released.
Maybe it's in a similar state of the "Beach Properties", and they have or need to update it to avoid the bad opiniones about it like happened to "BC"?
 
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