You mean CO right? Paradox and their policy to release games for the sake of... just releasing them sucks!WE LOVE YOU PARADOX![]()
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.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?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!
I'd rather them just abandon the idea for the mean time. Clearly this studio bit more than they could chew...I don't want to sound rude or anything like that, but I don't see console release happening this year.
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.
Let me translate that into English: "We have more things we need to address before we can dare selling it."
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.
I would rather have months of silence than a nothing-post. They finally learned their lesson to under-promise.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!