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WE LOVE YOU PARADOX :)
You mean CO right? Paradox and their policy to release games for the sake of... just releasing them sucks!
Even CO has not taken the best decissions, they're not completely "innocent", however it would be understandable to love them because of the great game that they have provided us (although in an unacceptable state due to Paradox's game releasing policy).
May just be irony though, I just noticed.
 
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View attachment 1261410

Wrapping up our World Tour & Looking Ahead

We’ve just released our eighth and final Region Pack, marking the last stop on our world tour – for now at least! While we still have a few travel tips to share and a contest to conclude, our final stop in the Northeast USA concludes this series. Over the past months, 31 talented creators have worked hard to bring you assets from all corners of the world, and it’s been incredible to see the creativity these packs have inspired. Thank you for joining us on this trip around the globe!

As we wrap up this journey, we’re looking ahead. Our birthday is just around the corner and we have a little something for our players to look forward to. But with that in mind, we want to provide a brief update on the status of the console version and Asset Editor for Cities: Skylines II – you’ll find more details below.

For now, thank you for being part of this journey; we can’t wait to celebrate 10 incredible years of Cities with you – so be sure to tune in on March 10th!

/ The Cities: Skylines Team



Console
We continue to make steady progress on the console version, and our core focus has been on further improving performance and stability. However, despite these advancements, we have more things we need to address before we reach the level of quality and the experience we want for you as our players.

We know many of you are eagerly awaiting the console release, but to set expectations clearly: we will not have a release before summer. We want to avoid any premature estimates and instead commit to providing you with reliable information when we’re closer to a launch-ready state.

Our goal remains unchanged: to bring Cities: Skylines II to console in the best possible shape.

Asset Editor
The implementation of the Asset Editor has proven more technically challenging than initially anticipated due to the hefty amounts of built-in assets affected by the changes, but it is moving forward. Our focus is currently on removing Unity dependencies so we can provide a smoother, more responsive, and more reliable loading of the assets - both during loading screens and when changing playsets in Paradox Mods UI. Without this, the game freezes for extended periods of time and can become unstable. We want to support subscriptions to large amounts of assets with minimal performance side effects.
We are also making the importing and baking of assets more asynchronous to reduce identifier conflicts with serialization. Assets created on different machines can easily cause these, resulting in the game getting confused about what assets it is actually trying to load.



Rest assured that we’re committed to solving these challenges, and our dedicated team is actively making progress to overcome them. We know how much custom assets mean to you and, honestly, to us, too, and we will continue to keep you informed of our progress as soon as we have something more concrete to share.

We appreciate your patience and enthusiasm, and we will share more updates as we continue shaping the future of Cities: Skylines together. Stay tuned and we’ll be back next week with our anniversary celebration!
Colossal Order, I have always supported you and believed that the complete failure of the release blame was mostly on Paradox's Interactive policy. Therefore, I understand the delay of the console version, I know some people are eagerly waiting for it to release but I reckon it is better to wait longer for a great product than getting an incomplete, unstable product sooner.

On the other hand, talking about the asset editor, something that should have been released along with the game, it is a bit shameful that you keep saying the same over and over again. Sure you have been working on that and have made progress, I don't doubt it - however, it is from the player's perspective frustrating (to say the least) to receive the same message each and every time you provide us with a state of the game summary.

Furtheremore, I am aware that behind this game there is a not particularly huge group of developers. The main problem, from my point of view, is that you have set way too many objectives for this game and thus, you are struggling to bring us all the features you want (in an acceptable release frame).

Keep working hard CO, I know you will, but we need less ambiguous articles that although sincere, the really don't help that much to clear up our doubts. I expect some prominent news on Monday, perhaps Bridges and Ports announcement/sneak peek, perhaps an update with much required features like locking buildings' levels - whatever you are bringing up, don't deceive us, don't just bring a generic building celebrating the anniversary, please. I still trust you, at least up to a certain point - I know you really want the best for the game.
 
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To be honest, this feels more like a 'managing expectations' post (not that I had any after all that happened) after they hyped up people with the 'anniversary surprises' on Monday and saw the reactions.

Why is there no news about things already released:
- game fixes for the base game
- region pack fixes (UK, Japan, SE)
- upcoming free features for the base game

No wonder they always get bad reactions. We always get either 'bad news' or 'no news' posts. I don't know what their strategy is here. I play tons of games of tons of different developers, big and small and all off them are super transparent with their roadmaps and very reactive when game issues/bugs or setbacks arise .

I am playing Two Point Museum right now. This is another studio with 40 employees who released their game (also made in Unity) on PC and consoles at the same time. There where some issues during pre-launch weekend and we had a nice chat with the developers about it on the forums and they have already been hot fixed and the other balancing issue is on the agenda for the next update. It is not that hard to be communicative.
 
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Seriously guys: get better communications/PR staff, especially for CO. I agree with @Licenturion assessment above: PDX once again has to swoop in to manage expectations after CO started hyping up everyone on social media.

How hard can it be, really? This once again only brings frustration to the community, while it really isn't that hard. But you (both PDX and CO) simply keep on doing the complete opposite of the right form of communication. As a communications professional myself for over 15 years, I simply cannot grasp how it is possible.

So once again, you come with an update that barely says anything. We know as much about the console and asset editor as we did a year ago. And the same seems to apply for CO and PDX, weirdly enough. In the meantime you apparantly start teasing new region packs, while keeping quiet about the UE compensation CCP's that have been delayed multiple times, and should be released in the next 25 days. And we still don't even know their titles or focus.

To be honest, I was expecting a bike and animations patch next week for the anniversary. I know that seems like a big ask, but Mariina told us 16 months ago that bikes were actually almost finished, but only the animations were missing. So I expected bikes next week, along with other animations to make the game feel livelier (fire departement, parks, sports fields). Now, I guess we can expect a "hotfix" for some bugs introduced a couple of months ago ...
 
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View attachment 1261410

Wrapping up our World Tour & Looking Ahead

We’ve just released our eighth and final Region Pack, marking the last stop on our world tour – for now at least! While we still have a few travel tips to share and a contest to conclude, our final stop in the Northeast USA concludes this series. Over the past months, 31 talented creators have worked hard to bring you assets from all corners of the world, and it’s been incredible to see the creativity these packs have inspired. Thank you for joining us on this trip around the globe!

As we wrap up this journey, we’re looking ahead. Our birthday is just around the corner and we have a little something for our players to look forward to. But with that in mind, we want to provide a brief update on the status of the console version and Asset Editor for Cities: Skylines II – you’ll find more details below.

For now, thank you for being part of this journey; we can’t wait to celebrate 10 incredible years of Cities with you – so be sure to tune in on March 10th!

/ The Cities: Skylines Team



Console
We continue to make steady progress on the console version, and our core focus has been on further improving performance and stability. However, despite these advancements, we have more things we need to address before we reach the level of quality and the experience we want for you as our players.

We know many of you are eagerly awaiting the console release, but to set expectations clearly: we will not have a release before summer. We want to avoid any premature estimates and instead commit to providing you with reliable information when we’re closer to a launch-ready state.

Our goal remains unchanged: to bring Cities: Skylines II to console in the best possible shape.

Asset Editor
The implementation of the Asset Editor has proven more technically challenging than initially anticipated due to the hefty amounts of built-in assets affected by the changes, but it is moving forward. Our focus is currently on removing Unity dependencies so we can provide a smoother, more responsive, and more reliable loading of the assets - both during loading screens and when changing playsets in Paradox Mods UI. Without this, the game freezes for extended periods of time and can become unstable. We want to support subscriptions to large amounts of assets with minimal performance side effects.
We are also making the importing and baking of assets more asynchronous to reduce identifier conflicts with serialization. Assets created on different machines can easily cause these, resulting in the game getting confused about what assets it is actually trying to load.



Rest assured that we’re committed to solving these challenges, and our dedicated team is actively making progress to overcome them. We know how much custom assets mean to you and, honestly, to us, too, and we will continue to keep you informed of our progress as soon as we have something more concrete to share.

We appreciate your patience and enthusiasm, and we will share more updates as we continue shaping the future of Cities: Skylines together. Stay tuned and we’ll be back next week with our anniversary celebration!
So this pretty much confirms the bridges & ports DLC/the entire anticipated timeline is also delayed?

what have you all been working on since these content creators creating the region packs shouldn't have had any impact on what the team could've had done?
 
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  • I work in IT and It would seem to me the move would be to:
    * Identify the fixes still needed.
    * Map out the repair estimates in time
    * Create project plan with time estimates on the process with dependencies
    * Let the project plan tell you when it will be done (including testing)
    * Add some fluff
    * Tell us what the end date is. (Not "Q2" but a date.)

    The idea that you can't do that is troubling.
    I'd never get away with "we're working hard on it" for over a year. I would be pushed for a date.

    I hope you take this constructively. I'm not trying to be a pinhead. It's just -- you're in desperate need of deadlines.
 
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I appreciate the update. Thank you for addressing our questions as best as possible.

Are you able to comment on virtual texturing and serialization?

Do the built-in assets have to be updated (removing unity dependencies) before you can finalize VT and serialization?
 
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So, news basically zero, just further delay, but a surface scratching minor patch might be on the way again.

So wheres the line, where you can call this abandonware?
 
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Tbh, I say everyone should do a complete boycott and/or request a refund. This game released on Oct 23, 2023. Here we are 17 months later and we are still getting the same lip play and excuses. My patience has reduced for the game and this post puts the nail on the coffin. What a way to celebrate an anniversary.
 
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I cannot say I am surprised, but this is disappointing.

Still no discussion of the simulation, why it is broken, and how it will get fixed. How many posts are needed on this forum for you to acknowledge that it is killing your game? There are still fewer players than in the 10-years old first game. I think it is time to rethink your priorities. Even if you get the performance in shape for the consoles' release, it will flop all the same unless the rest is fixed. All this will do is damage your brand with a whole new audience.

Releasing the worst-rated DLC in history was evidently not enough. What wake-up call is needed?
 
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Good information provided. Thanks! What is missing for me as a player is a status update on all the bugs in the base game and in the Region Packs and just simply broken features in the base game as well. What is going on with those? We can we expect all these things fixed and many of those bugs have been in the game since day 1.
 
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In the meantime you apparantly start teasing new region packs, while keeping quiet about the UE compensation CCP's that have been delayed multiple times, and should be released in the next 25 days. And we still don't even know their titles or focus.

This. I'm surprised by these posts asking about Bridges & Ports. It's been postponed 4 times and is supposed to be released next quarter which means they can release it june, 30th. But the 3 DLC every UE buyer paid for are supposed to be released in the next 3 weeks and not only this post doesn't confirm they're actually coming but they're still without any name which could suggest what they are. They announced these CCP a year ago and they still can't even tell their customers what they're buying? Now THAT's incredible.
 
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Not the happiest camper with ambiguity of the news, but also super surprised how many toxic people in community ("boycott", "abandonware"...)

Like, ok, they messed up with the release of the game in the state it was. They acknowledged it, they said sorry, they are working on it.

Mind you, CS1 took some time until it became what it became. The only thing it had going for itself at the launch was big map and being agent based.

Truth be told, I waited a year before buying a game, but I know it's a good investment nevertheless, bcs they got huge credit with CS1 and what they did with the game over the course of decade.

I understand the frustration, but stop with the pitchforks. They have a chance to make something out of this game, but they will obviously need some time for it. But not if we "cancel" them.
 
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Here's a fun game; read the update from back in September, then read this update, and try to tell what substantive progress has been made on either console or asset editor.
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.

 
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I appreciate the information provided. It's always better than months of silence.
Of course, it would be nice to have an end in sight regarding this feature that was supposed to come soon after release but hey, if it was as simple as flipping a switch, it would have been done already.

While I don't doubt the resolve of CO to bring this feature alive, I truly hope there will be enough player to enjoy it in the end.
Good luck!
I would rather have months of silence than a nothing-post. They finally learned their lesson to under-promise.
 
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