Dados da Steam coletados em 14/11/2026 19:43 · 2 amostras de jogadores no banco. Projeto independente, sem ligação com a Valve.
Jogadores
Quando o jogo tem mais gente
O mapa de calor aparece quando houver pelo menos 24 horas de dados de jogadores deste jogo.
Mídia








Usuários da Steam
- Tempo para zerar (HowLongToBeat)média de horas até terminar a história e até 100%
- Suporte
- Contrato de licença · Cities: Skylines II EULA
- Redes sociaisYouTube · Discord · X (Twitter) · Facebook · Instagram · TikTok · Bilibili · Weibo · RedNote
Tem português do Brasil: interface.
| Idioma | Interface | Legendas | Áudio |
|---|---|---|---|
| Português (Brasil) | ✓ | — | — |
| Inglês | ✓ | — | — |
| Alemão | ✓ | — | — |
| Chinês simplificado | ✓ | — | — |
| Chinês tradicional | ✓ | — | — |
| Coreano | ✓ | — | — |
| Espanhol (Espanha) | ✓ | — | — |
| Francês | ✓ | — | — |
| Italiano | ✓ | — | — |
| Japonês | ✓ | — | — |
| Polonês | ✓ | — | — |
| Russo | ✓ | — | — |
Mínimos
- Requer um sistema operativo e processador de 64 bits
- Sistema Operativo
- Windows® 10 Home 64 Bit
- Processador
- Intel® Core™ i7-6700K | AMD® Ryzen™ 5 2600X
- Memória
- 8 GB de RAM
- Placa gráfica
- Nvidia® GeForce™ GTX 970 (4 GB) | AMD® Radeon™ RX 480 (8 GB)
- Espaço no disco
- Requer 60 GB de espaço livre
Recomendados
- Requer um sistema operativo e processador de 64 bits
- Sistema Operativo
- Windows® 10 Home 64 Bit | Windows® 11
- Processador
- Intel® Core™ i5-12600K | AMD® Ryzen™ 7 5800X
- Memória
- 16 GB de RAM
- Placa gráfica
- Nvidia® GeForce™ RTX 3080 (10 GB) | AMD® Radeon™ RX 6800 XT (16 GB)
- Espaço no disco
- Requer 60 GB de espaço livre
Preço em cada país
| País | Preço atual | Preço cheio | Desconto | Em reais | vs Brasil | Menor visto |
|---|---|---|---|---|---|---|
| CN¥ 124,74 | CN¥ 178,20 | -30% | -12% | CN¥ 124,74 | ||
| ₴ 850 | ₴ 1.214 | -30% | -11% | ₴ 850 | ||
| Rp 355.319 | Rp 507.599 | -30% | -8% | Rp 355.319 | ||
| ₱ 1.259,37 | ₱ 1.799,10 | -30% | -6% | ₱ 1.259,37 | ||
| ₹ 1.977 | ₹ 2.825 | -30% | -1% | ₹ 1.977 | ||
| R$ 119,06 | R$ 170,09 | -30% | — | R$ 119,06 | ||
| ₫ 549.500 | ₫ 785.000 | -30% | +1% | ₫ 549.500 | ||
| US$ 22,04 | US$ 31,49 | -30% | +5% | US$ 22,04 | ||
| US$ 22,04 | US$ 31,49 | -30% | +5% | US$ 22,04 | ||
| US$ 22,36 | US$ 31,94 | -30% | +6% | US$ 22,36 | ||
| US$ 22,99 | US$ 32,84 | -30% | +9% | US$ 22,99 | ||
| ₽ 1.921 | ₽ 2.744 | -30% | +11% | ₽ 1.921 | ||
| CLP$ 24.003 | CLP$ 34.290 | -30% | +15% | CLP$ 24.003 | ||
| ฿ 856,17 | ฿ 1.223,10 | -30% | +20% | ฿ 856,17 | ||
| HK$ 200,34 | HK$ 286,20 | -30% | +21% | HK$ 200,34 | ||
| ₩ 34.650 | ₩ 49.500 | -30% | +23% | ₩ 34.650 | ||
| RM 106,47 | RM 152,10 | -30% | +24% | RM 106,47 | ||
| S/ 90,37 | S/ 129,10 | -30% | +26% | S/ 90,37 | ||
| NT$ 880 | NT$ 1.258 | -30% | +27% | NT$ 880 | ||
| $U 1.089 | $U 1.556 | -30% | +27% | $U 1.089 | ||
| ¥ 4.404 | ¥ 6.291 | -30% | +31% | ¥ 4.404 | ||
| NZ$ 50,39 | NZ$ 71,99 | -30% | +32% | NZ$ 50,39 | ||
| ₸ 12.663 | ₸ 18.090 | -30% | +35% | ₸ 12.663 | ||
| S$ 37,17 | S$ 53,10 | -30% | +37% | S$ 37,17 | ||
| CDN$ 42,20 | CDN$ 60,29 | -30% | +40% | CDN$ 42,20 | ||
| A$ 44,06 | A$ 62,95 | -30% | +42% | A$ 44,06 | ||
| KD 9,35 | KD 13,36 | -30% | +43% | KD 9,35 | ||
| Mex$ 566,37 | Mex$ 809,10 | -30% | +45% | Mex$ 566,37 | ||
| SR 117,14 | SR 167,35 | -30% | +48% | SR 117,14 | ||
| R 528,57 | R 755,10 | -30% | +48% | R 528,57 | ||
| US$ 31,49 | US$ 44,99 | -30% | +49% | US$ 31,49 | ||
| AED 120,33 | AED 171,90 | -30% | +55% | AED 120,33 | ||
| QR 119,69 | QR 170,99 | -30% | +56% | QR 119,69 | ||
| zł 131,66 | zł 188,09 | -30% | +56% | zł 131,66 | ||
| ₡ 14.995 | ₡ 21.420 | -30% | +57% | ₡ 14.995 | ||
| € 31,49 | € 44,99 | -30% | +65% | € 31,49 | ||
| £ 26,45 | £ 37,79 | -30% | +66% | £ 26,45 | ||
| COL$ 118.125 | COL$ 168.750 | -30% | +71% | COL$ 118.125 | ||
| kr 352,17 | kr 503,10 | -30% | +75% | kr 352,17 | ||
| ₪ 121,59 | ₪ 173,70 | -30% | +80% | ₪ 121,59 | ||
| CHF 33,38 | CHF 47,69 | -30% | +89% | CHF 33,38 |
Do mais barato ao mais caro em reais, pela cotação do dia (só para comparar: o preço cobrado é o da moeda local).
Histórico de preço
Pelo que foi registrado, o jogo já chegou a -30%. As faixas douradas no gráfico marcam as grandes promoções da Steam.
Todas as mudanças de preço
| Visto em | País | Preço | Preço cheio | Desconto | Em reais |
|---|---|---|---|---|---|
| 14/11/2026 14:29 | R$ 119,06 | R$ 170,09 | -30% | R$ 119,06 | |
| 14/11/2026 14:29 | US$ 31,49 | US$ 44,99 | -30% | ≈ R$ 177,86 | |
| 14/11/2026 14:29 | US$ 22,04 | US$ 31,49 | -30% | ≈ R$ 124,48 | |
| 14/11/2026 14:29 | Mex$ 566,37 | Mex$ 809,10 | -30% | ≈ R$ 172,42 | |
| 14/11/2026 14:29 | CLP$ 24.003 | CLP$ 34.290 | -30% | ≈ R$ 136,64 | |
| 14/11/2026 14:29 | £ 26,45 | £ 37,79 | -30% | ≈ R$ 197,50 | |
| 14/11/2026 14:29 | € 31,49 | € 44,99 | -30% | ≈ R$ 196,31 | |
| 14/11/2026 14:29 | US$ 22,04 | US$ 31,49 | -30% | ≈ R$ 124,48 | |
| 14/11/2026 14:29 | ¥ 4.404 | ¥ 6.291 | -30% | ≈ R$ 155,68 | |
| 14/11/2026 14:29 | ₹ 1.977 | ₹ 2.825 | -30% | ≈ R$ 118,46 | |
| 14/11/2026 14:29 | CDN$ 42,20 | CDN$ 60,29 | -30% | ≈ R$ 167,15 | |
| 14/11/2026 14:29 | A$ 44,06 | A$ 62,95 | -30% | ≈ R$ 168,75 | |
| 14/11/2026 14:29 | NZ$ 50,39 | NZ$ 71,99 | -30% | ≈ R$ 157,36 | |
| 14/11/2026 14:29 | CHF 33,38 | CHF 47,69 | -30% | ≈ R$ 224,87 | |
| 14/11/2026 14:29 | kr 352,17 | kr 503,10 | -30% | ≈ R$ 207,89 | |
| 14/11/2026 14:29 | zł 131,66 | zł 188,09 | -30% | ≈ R$ 186,26 | |
| 14/11/2026 14:29 | ₴ 850 | ₴ 1.214 | -30% | ≈ R$ 105,65 | |
| 14/11/2026 14:29 | ₽ 1.921 | ₽ 2.744 | -30% | ≈ R$ 131,60 | |
| 14/11/2026 14:29 | ₸ 12.663 | ₸ 18.090 | -30% | ≈ R$ 160,70 | |
| 14/11/2026 14:29 | US$ 22,36 | US$ 31,94 | -30% | ≈ R$ 126,29 | |
| 14/11/2026 14:29 | US$ 22,99 | US$ 32,84 | -30% | ≈ R$ 129,85 | |
| 14/11/2026 14:29 | CN¥ 124,74Mais barato em reais | CN¥ 178,20 | -30% | ≈ R$ 105,32 | |
| 14/11/2026 14:29 | HK$ 200,34 | HK$ 286,20 | -30% | ≈ R$ 144,22 | |
| 14/11/2026 14:29 | NT$ 880 | NT$ 1.258 | -30% | ≈ R$ 151,00 | |
| 14/11/2026 14:29 | ₩ 34.650 | ₩ 49.500 | -30% | ≈ R$ 146,48 | |
| 14/11/2026 14:29 | Rp 355.319 | Rp 507.599 | -30% | ≈ R$ 110,09 | |
| 14/11/2026 14:29 | RM 106,47 | RM 152,10 | -30% | ≈ R$ 147,18 | |
| 14/11/2026 14:29 | ₱ 1.259,37 | ₱ 1.799,10 | -30% | ≈ R$ 111,43 | |
| 14/11/2026 14:29 | S$ 37,17 | S$ 53,10 | -30% | ≈ R$ 163,06 | |
| 14/11/2026 14:29 | ฿ 856,17 | ฿ 1.223,10 | -30% | ≈ R$ 142,72 | |
| 14/11/2026 14:29 | ₫ 549.500 | ₫ 785.000 | -30% | ≈ R$ 120,63 | |
| 14/11/2026 14:29 | COL$ 118.125 | COL$ 168.750 | -30% | ≈ R$ 203,08 | |
| 14/11/2026 14:29 | S/ 90,37 | S/ 129,10 | -30% | ≈ R$ 149,85 | |
| 14/11/2026 14:29 | $U 1.089 | $U 1.556 | -30% | ≈ R$ 151,15 | |
| 14/11/2026 14:29 | ₡ 14.995 | ₡ 21.420 | -30% | ≈ R$ 187,06 | |
| 14/11/2026 14:29 | R 528,57 | R 755,10 | -30% | ≈ R$ 176,44 | |
| 14/11/2026 14:29 | AED 120,33 | AED 171,90 | -30% | ≈ R$ 185,06 | |
| 14/11/2026 14:29 | SR 117,14 | SR 167,35 | -30% | ≈ R$ 176,43 | |
| 14/11/2026 14:29 | QR 119,69 | QR 170,99 | -30% | ≈ R$ 185,72 | |
| 14/11/2026 14:29 | KD 9,35 | KD 13,36 | -30% | ≈ R$ 169,72 | |
| 14/11/2026 14:29 | ₪ 121,59 | ₪ 173,70 | -30% | ≈ R$ 214,02 |
Uma linha nova aparece sempre que o preço muda. A linha em destaque é o preço atual de cada país. Valores em reais pela cotação do dia (14/11), só para comparar: o preço cobrado é o da moeda local. Rates By Exchange Rate API
Edições e pacotes
| Opção de compra | Preço no Brasil | Economia do pacote |
|---|---|---|
| Cities: Skylines - FranchisePacote | -30% | R$ 69,93vs. R$ 188,99 separado |
| Cities: Skylines IIJogo | -30% | — |
| Cities: Skylines II - Starter EditonJogo | -20% | — |
| Cities: Skylines II - Collection BundlePacote | -27% | R$ 280,21vs. R$ 733,79 separado |
Da mais barata para a mais cara. "Economia do pacote" compara com comprar cada item separado, pelo preço de hoje.
DLCs · preços no Brasil
Cities: Skylines II - Expansion Pass 2App ID 3579840 · 15 set. 2026Sem preço no Brasil
Cities: Skylines II - Downtown Market SetApp ID 3725980 · 15 set. 2026Sem preço no Brasil
Cities: Skylines II - Park AdventuresApp ID 4544310 · 2 dez. 2026Sem preço no Brasil
Cities: Skylines II - Creator Pack: First ResponseApp ID 4544320 · 1º tri. 2027Sem preço no Brasil
Cities: Skylines II - Creator Pack: Modern SuburbsApp ID 4544340 · 1º tri. 2027Sem preço no Brasil
Cities: Skylines II - Corner Street BeatsApp ID 4544350 · 1º tri. 2027Sem preço no Brasil
Cities: Skylines II - City VacationsApp ID 4544360 · 2º tri. 2027Sem preço no Brasil
Cities: Skylines II - Creator Pack: Map PackApp ID 4544370 · 2º tri. 2027Sem preço no Brasil
Cities: Skylines II - Creator Pack: City StationsApp ID 3579770 · 18 mar. 2026-20%R$ 30,99R$ 24,79
Cities: Skylines II - Creator Pack: Office EvolutionApp ID 3579780 · 18 mar. 2026-20%R$ 30,99R$ 24,79
Cities: Skylines II - Smooth Vibes FMApp ID 3579820 · 18 mar. 2026-20%R$ 18,99R$ 15,19
Cities: Skylines II - Skyrail RadioApp ID 3579830 · 18 mar. 2026-20%R$ 18,99R$ 15,19
Cities: Skylines II - Creator Pack: SkyscrapersApp ID 3579790 · 3 dez. 2025-20%R$ 30,99R$ 24,79
Cities: Skylines II - Creator Pack: Supply ChainsApp ID 3579760 · 3 dez. 2025-20%R$ 30,99R$ 24,79
Cities: Skylines II - Cloud Lounge FMApp ID 3579810 · 3 dez. 2025-20%R$ 18,99R$ 15,19
Cities: Skylines II - Bridges & PortsApp ID 2427743 · 29 out. 2025-30%R$ 75,99R$ 53,19
Cities: Skylines II - Synth & Steel RadioApp ID 3579800 · 3 dez. 2025-20%R$ 18,99R$ 15,19
Cities: Skylines II - Cold Wave ChannelApp ID 2427746 · 29 out. 2025-30%R$ 18,99R$ 13,29
Cities: Skylines II - Creator Pack: Leisure VenuesApp ID 2945630 · 18 mar. 2025-30%R$ 30,99R$ 21,69
Cities: Skylines II - Creator Pack: Mediterranean HeritageApp ID 2945610 · 18 mar. 2025-30%R$ 30,99R$ 21,69
Cities: Skylines II - Creator Pack: Dragon GateApp ID 2945640 · 18 mar. 2025-30%R$ 30,99R$ 21,69
Cities: Skylines II - Feelgood Funk RadioApp ID 3055040 · 18 mar. 2025-30%R$ 18,99R$ 13,29
Cities: Skylines II - Jade Road RadioApp ID 3054840 · 18 mar. 2025-30%R$ 18,99R$ 13,29
Cities: Skylines II - Atmospheric Piano ChannelApp ID 3055080 · 18 mar. 2025-30%R$ 18,99R$ 13,29
Cities: Skylines II - Creator Pack: Modern ArchitectureApp ID 2427741 · 2 dez. 2024-30%R$ 30,99R$ 21,69
Cities: Skylines II - Creator Pack: Urban PromenadesApp ID 2427742 · 2 dez. 2024-30%R$ 30,99R$ 21,69
Cities: Skylines II - Soft Rock RadioApp ID 2427745 · 2 dez. 2024-30%R$ 18,99R$ 13,29
Cities: Skylines II - Deluxe Relax StationApp ID 2427744 · 25 mar. 2024-30%R$ 18,99R$ 13,29
Cities: Skylines II - San Francisco SetApp ID 2427730 · 24 out. 2023Sem preço no Brasil
Cities: Skylines II - Landmark BuildingsApp ID 2427731 · Em breveSem preço no Brasil
Cartas colecionáveis · cartas, laminadas e insígnias
- Grand VillageNível 1 · 100 XPInsígnia ↗
- Big TownNível 2 · 200 XPInsígnia ↗
- Large CityNível 3 · 300 XPInsígnia ↗
- Thriving MetropolisNível 4 · 400 XPInsígnia ↗
- MegalopolisNível 5 · 500 XPInsígnia ↗
- C:S2Laminada · Nível 1 · 100 XPInsígnia ↗
Preços do Mercado da Comunidade (menor oferta, em dólar, convertida para reais pela cotação do dia). Clique na imagem para ampliar (setas passam de uma carta para outra). Atualizado em 14/11/2026 14:29.
Itens de perfil · fundos, emoticons e loja de pontos
- High Density≈ R$ 0,34Mercado ↗
- Alta densidade500 pontosLoja de pontos ↗
- ArchipelagoRara≈ R$ 0,34Mercado ↗
- Arquipélago500 pontosLoja de pontos ↗
- Oásis urbano500 pontosLoja de pontos ↗
- Urban OasisIncomum≈ R$ 0,34Mercado ↗
Fundos e emoticons que caem das cartas (preço do Mercado, convertido para reais) e itens da loja de pontos da Steam (custo em pontos). Clique na imagem para ampliar. Atualizado em 14/11/2026 14:29.
Conquistas · percentual global de jogadores
As 5 mais raras
You Little Stalker!0,4%Follow a citizen's lifepath from childhood to old age.
I Made This0,6%Use the editor to make an asset of any other type than a map.
Pier-fect!0,6%Build 2 kilometers of Piers in one city.
Draw Me Like One of Your Lift Bridges0,7%Build 5 Draw- or Lift Bridges in one city.
This Is Not My Happy Place1,0%Have at least 1000 citizens and an average happiness rating of 25%.
Todas
- My First CityBuild city with residential, commercial and industrial zones, water, and electricity.73,2%ACH_MYFIRSTCITY
- Strength Through DiversityHave buildings from all four zone types in a single city.57,9%ACH_STRENGTHTHROUGHDIVERSITY
- Royal FlushReach enough milestones to unlock all city services in a single city.56,5%ACH_ROYALFLUSH
- All SmilesHave at least 1000 citizens and an average happiness rating of 75%.43,8%ACH_ALLSMILES
- The ExplorerUnlock 50 map tiles in a single city.37,2%ACH_THEEXPLORER
- Making a MarkBuild 5 signature buildings in a single city.33,9%ACH_MAKINGAMARK
- Now They're All Ash TreesExperience a forest fire.33,0%ACH_NOWTHEYREALLASHTREES
- Out for a SpinExperience a tornado.31,5%ACH_OUTFORASPIN
- GroundskeeperBuilt 10 Parks & Recreation buildings in a single city.29,8%ACH_GROUNDSKEEPER
- Colossal GardenerPlant 100 trees or bushes with the landscaping tool in a single city.29,3%ACH_COLOSSALGARDENER
- Executive DecisionAssign a policy to a city district.28,0%ACH_EXECUTIVEDECISION
- Happy to Be of ServiceCreate a city district and assign a city service to that district.26,2%ACH_HAPPYTOBEOFSERVICE
- The Size of Golf Balls!Experience a hailstorm.26,0%ACH_THESIZEOFGOLFBALLS
- The Deep EndHave a total loan of at least 200,000 in a single city.25,8%ACH_THEDEEPEND
- Four SeasonsExperience all four seasons by building a city in a climate with a snowy winter.23,0%ACH_FOURSEASONS
- A Little Bit of TLCHave 6,000 citizens treated at medical clinics or hospitals in a single city.21,7%ACH_ALITTLEBITOFTLC
- The ArchitectBuild 10 signature buildings in a single city.21,7%ACH_THEARCHITECT
- Top of the ClassBuild a city where at least 15% of the population has a university level of education.20,4%ACH_TOPOFTHECLASS
- Up and Away!Build any airport.17,2%ACH_UPANDAWAY
- Six FiguresReach a population of 100,000.16,7%ACH_SIXFIGURES
- Everything the Light TouchesUnlock 150 map tiles in a single city.16,4%ACH_EVERYTHINGTHELIGHTTOUCHES
- Zero EmissionHave a city that produces 500 MW electricity by only using renewable energy sources.16,3%ACH_ZEROEMISSION
- Simply IrresistibleHave at least 1000 citizens and a city attractiveness rating of 90.15,5%ACH_SIMPLYIRRESISTIBLE
- Go AnywhereHave 20 active transport lines. These can be passenger or cargo lines or any mix of the two.13,9%ACH_GOANYWHERE
- Squasher-DownerBulldoze a total of 1000 buildings.11,7%ACH_SQUASHERDOWNER
- The InspectorHave a look at each individual info view panel.11,0%ACH_THEINSPECTOR
- Welcome, One and All!Have a total of 6,000 tourist visits in a single city.8,8%ACH_WELCOMEONEANDALL
- Snapshot!Use the photo mode to take a screenshot.8,2%ACH_SNAPSHOT
- Calling the ShotsHave 5 city policies active simultaneously.8,0%ACH_CALLINGTHESHOTS
- Key to the CityUnlock each building available in the base game.7,0%ACH_KEYTOTHECITY
- The Last Mile MarkerReach milestone 20.6,3%ACH_THELASTMILEMARKER
- SpiderwebbingHave 50 active transport lines. These can be passenger or cargo lines or any mix of the two.2,9%ACH_SPIDERWEBBING
- Wide VarietyCreate 10 districts, each with its own unique set of policies in one city.2,8%ACH_WIDEVARIETY
- A Different PlatformerGather 2 000 tons of Oil with the offshore oil platforms in one city.2,2%ACH_ADIFFERENTPLATFORMER
- How Much Is the Fish?Gather 10 000 tons of Fish resource by fishing boats or fish farms in one city.2,0%ACH_HOWMUCHISTHEFISH
- One of EverythingBuild all unique city service buildings in a single city.1,8%ACH_ONEOFEVERYTHING
- Ship ItTransfer 24 000 tons of resources through Ports.1,8%ACH_SHIPIT
- CartographyUse the editor to make a map.1,3%ACH_CARTOGRAPHY
- It's Pronounced "Key"!Build 5 kilometers of Quays in one city.1,3%ACH_ITSPRONOUNCEDKEY
- This Is Not My Happy PlaceHave at least 1000 citizens and an average happiness rating of 25%.1,0%ACH_THISISNOTMYHAPPYPLACE
- Draw Me Like One of Your Lift BridgesBuild 5 Draw- or Lift Bridges in one city.0,7%ACH_DRAWMELIKEONEOFYOURLIFTBRIDGES
- I Made ThisUse the editor to make an asset of any other type than a map.0,6%ACH_IMADETHIS
- Pier-fect!Build 2 kilometers of Piers in one city.0,6%ACH_PIERFECT
- You Little Stalker!Follow a citizen's lifepath from childhood to old age.0,4%ACH_YOULITTLESTALKER
Evolução da nota · análises positivas mês a mês
Quedas fortes (círculo vermelho; podem ser ataques de avaliações ou atualizações polêmicas): jan/2024 — 33% (vinha de 59%, 1.700 análises); fev/2024 — 28% (vinha de 48%, 2.442 análises); ago/2026 — 35% (vinha de 74%, 1.869 análises).
Linha: % de análises positivas de cada mês (cor pela nota: azul 70%+, amarelo 40–69%, vermelho abaixo). Barras: quantas análises o mês teve. Passe o mouse para ver os números. Fonte: histórico de análises da loja da Steam, atualizado em 14/11/2026 14:29.
Comentários dos jogadores · análises da Steam
- ▲ Recomenda14,8 h jogadas ao escrever23 fev. 2026
Joguei logo que saiu. Estava uma porcaria.
Porém voltei a jogar agora em fevereiro de 2026 e o jogo melhorou 1000%. Está muito bom. Vale a pena dar uma chance - ▲ Recomenda309,7 h jogadas ao escrever8 jun. 2026
Depois de mais de 300 horas jogando, posso dizer que Cities: Skylines II tem potencial enorme. A construção da cidade é divertida, o sistema econômico é mais profundo que o do primeiro jogo e ver a cidade crescer continua sendo muito satisfatório.
Os problemas de desempenho no lançamento atrapalharam bastante, mas o jogo vem melhorando com as atualizações. Ainda há alguns bugs e pontos que precisam de ajustes, mas a experiência geral é boa.
Se você gosta de gerenciamento, planejamento urbano e passar horas aperfeiçoando sua cidade, vale a recomendação.19 acharam útilVer na Steam - ▲ Recomenda174,7 h jogadas ao escrever26 jun. 2026
Jogo perfeito para passar o tempo, é divertido e desafiador.
Problema: Passou de 500k de habitantes, fica injogável, mesmo com RTX 5080 e 7 9800X3D, triste, aguardando atualizações para melhorar desempenho.19 acharam útilVer na Steam - ▲ Recomenda187,5 h jogadas ao escrever16 jan. 2026
Um ótimo jogo. Gráficos maravilhosos e gameplay divertida, porém ele é muito problemático em questão de performance e instalação de mods. Você ira ficar dias e até horas ajustando coisas antes de começar a jogar de fato. Mas algo que para mim faz ele ser superior ao 1 é a inteligência do trânsito, o 1 apesar do conteudo o jogo se parecia mais como você vai manejar o trafego do que de fato manejar uma cidade. Falta muito para ser perfeito, a empresa vacilou com os fãs e precisa ouvi-los agora.
12 acharam útilVer na Steam - ▲ Recomenda181,1 h jogadas ao escrever20 dez. 2025
Melhor jogo de simulação de cidades, eu esperava um jogo assim desde simcity, só falta criarem um modo online pra gente poder interagir com outras cidades, realizar comercio, importaçao e exportaçao de produto, produçao propria etc... se conseguirem chegar nesse nivel vou jogar muito kkkkk
- ▼ Não recomenda951,4 h jogadas ao escrever29 abr. 2026
Essa desgraça de jogo nao deixa a gente jogar, desde que eu comprei essa merda que eu so to resolvendo problema de programaçao, eu nao sou programadora, nao sou nerd, eu so quero construir um raio de cidade sem estresse. Resolvam essas merda de crash seus fdp, vcs sao pagos pra isso, eu nao, eu to pagando pra passar raiva, isso é um sem sentido.
- ▼ Não recomenda25,7 h jogadas ao escrever8 fev. 2026
Cara como me doi falar mal desse jogo, comparado com o tanto que joguei o 1. E os desenvolvedores tinham tanta esperança. Joguei no dia 1 e... Não vale o preço, compre o 1, tem muito mais conteúdo a jogabilidade e melhor, a SIMULAÇÃO DE TRANSITO é uma bosta (para um jogo de fazer cidade) maaas se eles arrumarem o jogo eu posso voltar... algum dia.
Em resumo, não vale o preço. - ▼ Não recomenda42,0 h jogadas ao escrever15 set. 2026
O jogo é bom e tem muito potencial, porém é extremamente mal otimizado. Além disso, ainda é preciso conviver com bugs aleatórios e problemas de desempenho que prejudicam bastante a experiência, mesmo em máquinas que deveriam rodar o jogo tranquilamente.
Outro ponto negativo é a política de preços da empresa. A cada novo conteúdo ou expansão lançada, os valores cobrados são muito altos e, muitas vezes, não condizem com a quantidade de conteúdo oferecido pela DLC.
No fim, é um jogo com uma ótima proposta e que poderia ser excelente, mas a má otimização, os bugs e os preços elevados das expansões acabam tornando difícil recomendá-lo. - ▼ Não recomenda260,1 h jogadas ao escrever13 dez. 2025
Jogo cheio de bugs, mesmo após quase 3 anos de lançamento. Continua um jogo incompleto. Desde a última atualização (Bridges & Ports) o jogo apresenta um travamento estranho, e após alguns minutos jogando, toda a interface some e você não consegue fazer mais nada no jogo.
33 acharam útilVer na Steam - ▼ Não recomenda15,3 h jogadas ao escrever7 fev. 2026
ja em 2026 e jogo continua com diverços bugs, já perdi varios projetos por fechamento inesperado e travamentos, uma vergonha isso. cobram absurdo por conteudo adicional, conteudo que deveria vim no jogo base.
33 acharam útilVer na Steam
- ▼ Não recomenda5,6 h jogadas ao escrever14 nov. 2026Recebeu de graça
O jogo está bem mais bonito que o primeiro, mas também incrivelmente mais pesado, com engasgos constantes (de até 2 segundos) principalmente no salvamento automático. Tem mecânicas novas bem legais, como o sistema de fiação e tubulação. Não tem como jogar sem desabilitar as dicas/tutoriais, pois são horas de caixas de texto aparecendo sem parar. O sistema de gerenciamento de tráfego ainda precisa melhorar bastante, assim como a interface. A nova árvore de melhorias ficou legal.
Ficou mais interessante, pra mim, quando utilizei o FSR 4.1 e geração de quadro, mod de controle minucioso de tráfego e desativação das dicas/tutoriais.
Joguei de graça, e acho que mesmo em promoção por R$120, não vale. Eu talvez compraria por R$30 reais. Não é muito superior ao primeiro jogo com mods.1 acharam útilVer na Steam - ▲ Recomenda459,5 h jogadas ao escrever14 nov. 2026
Com mais de 450 horas de jogo, acho que já posso dizer que Cities: Skylines II é um dos meus jogos favoritos! 😂
Adoro a liberdade de construir e administrar uma cidade, acompanhar seu crescimento e tentar resolver os problemas que vão surgindo. É aquele tipo de jogo em que você entra para jogar uma horinha e, quando percebe, já passaram cinco!
Claro que ainda existem pontos a melhorar, principalmente na otimização, no trânsito e em algumas mecânicas de simulação. Mas, mesmo com seus defeitos, continua sendo um jogo incrível para quem gosta de planejamento, construção e gerenciamento.
Recomendo muito! E espero que continuem evoluindo o jogo, porque ele tem um potencial gigantesco! - ▼ Não recomenda0,8 h jogadas ao escrever13 nov. 2026Recebeu de graça
prefiro o primeiro, ainda bem que nao comprei quando tinha vontade e obrigado por deixar de graça por um tempo pra fazer eu perder a vontade de vez de comprar
- ▼ Não recomenda0,6 h jogadas ao escrever13 nov. 2026Recebeu de graça
Cara que jogo mal otimizado, coloquei TUDO no minimo em 720p e rodou a uns 40fps. Nesse nivel de qualidade o jogo fica feião e deveria rodar bem melhor no meu pc.
Isso até me desanimou de continuar jogando o jogo e aproveitar as novidades que tem a oferecer comparado com o primeiro.
Otimizem o jogo, Porfavor! - ▼ Não recomenda0,6 h jogadas ao escrever13 nov. 2026Recebeu de graça
A otimização desse jogo é horripilante. Uma "cidade" vazia (meia dúzia de habitantes e ruas) já trava constantemente, não consigo nem imaginar como deve ser com cidades mais desenvolvidas.
Análises mais úteis do último ano (positivas e negativas) e as mais recentes, em português e, quando faltam, em inglês. A Steam não tem nota neutra: cada análise recomenda ou não o jogo. Atualizado em 14/11/2026 14:29.
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Estimativas do SteamSpy, atualizadas em 14/11/2026 14:29. Donos é uma faixa aproximada, não um número exato. O tempo de jogo só aparece quando o SteamSpy tem esse dado (hoje ele vem zerado para quase todos os jogos).
Últimas notícias e notas de atualização
| Data | Título |
|---|---|
| 13/11/2026 | Paradox Interactive, publishers of umpteen strategy genre stalwarts including Crusader Kings , Europa Universalis , and Hearts of Iron , have announced plans to switch overlords early next year. Fredrik Wester will make way for Mattias Lilja, as the deputy CEO takes the throne. Read more |
| 13/11/2026 |
Howdy, Mayors! On today’s City Corner, we are sitting down and gathering around the fire to talk about the overall development of Cities: Skylines II. Since we took over, we have been working on improving the nooks and crannies of every corner of the game. Some of these changes have been easier to spot (looking at you, environmental improvements), while others have happened behind the scenes, quietly making sure everything runs a little better. We already took a look at our first six months in City Corner #9, so this time we wanted to take a slightly different approach. Rather than going through every patch one by one, let’s look at the bigger picture; what are the areas we have focused on, what has changed along the way, and a few things you might have missed in our latest patch, which went live two days ago, on November 10th! So, grab a cup of tea, coffee, or hot chocolate, get those s'mores ready, and let’s get down to business! Diving into the SimulationOne of the areas we want to start increasingly working on is the simulation, and how we can keep all the little systems working together. Citizens need to get around, companies need to find places to operate, services need to do their jobs, and all of this needs to happen without bringing your carefully planned city into a full stop. Our focus so far has been making these systems work together more consistently. We have spent time looking at how citizens make decisions, how they move around in your cities, and how different simulation systems interact with one another. We have also continued working on the behaviour of companies, households, and services, with particular attention to the challenges that come to light as your city grows larger. A lot of this work is not necessarily something you will notice straight away, but it can make a difference when you are looking at the bigger picture. The goal is to have a simulation that behaves more reasonably, puts less unnecessary strain on performance, and gives you a more reliable foundation to build on.
And, speaking of performance, this has remained an important part of our work. We will continue to look at how the game handles everything happening in your cities, from citizens and traffic, to buildings and environment. Performance is a large beast to conquer, and (unfortunately) there is not one magical line of code that would make everything run perfectly. Instead, it is a continuous process of identifying bottlenecks, testing changes, and finding ways to make the game handle your ever-growing cities a little bit better. This is something we will keep working on and improving in the future, as performance remains an important concern not only for us, but for many of you as well. Freedom to CreateOf course, we also want to be able to give you the tools and freedom to build the cities you have in mind. We have continued expanding and refining these tools available to you, with the aim of making the building experience more flexible and giving you greater control over the little details. Whether it is the way your roads are laid out, how buildings fit into the surroundings, or the way you shape the landscape, we have been working to remove some of the limitations and give you more ways to make your city feel your own.
The visual side of the game has also received attention. Along new visual content, we have been working on the environment, terrain, lighting, and other details that help bring your cities to life. However, these kinds of improvements are not always about adding something completely new; sometimes, it is about making sure that the existing pieces fit together a bit more nicely.
And what would these pieces be without the UI? We started our work with the interface at the very beginning of our takeover, and as always, this work never stops. We have continued refining the UI and adding options to make it more comfortable to use. After all, you will be spending quite a bit of time in those menus, so they might as well make themselves more useful. Improving the Asset EditorWe know that building and creating your city does not stop with the tools and assets included in the base game. The modding community has always been a huge part of the Cities franchise, and supporting both creators and players has been another important area of development. We have been working on improving the Asset Editor and the overall modding workflow, making it easier to create, edit, and publish custom content. At the same time, we have supported the Paradox Mods team with their efforts to improve the Paradox Mods experience, bringing better ways to browse, organize, and manage the mods you might want to use in your cities. There is quite a bit happening behind the scenes, and making these tools more accessible and reliable means fewer obstacles between your ideas and the finished product. So, knowing what some of you are capable of creating, we certainly do not want to get in the way! November PatchNow, let’s jump back to the present. In addition to sharing the release date for Park Adventures, we also released a patch two days ago. This update works as groundwork for the upcoming expansion, and brought a couple of bug fixes you had been asking about. On the gameplay side, we addressed an issue that could cause cities to accumulate too many companies, even when there were not enough buildings available for them. We have also fixed the Hydroelectric Power Plant not functioning properly, following your reports about the issue. So, if your power plant had been holding the line a little too well, now it should finally be ready to get back to work! We will continue to monitor the situation, of course, since we know there are still some issues that need to be addressed.
Paradox Mods got some attention too, bringing you new ways to discover content from creators you follow, including a dedicated tab and a featured section highlighting their latest mods. We also added an option to keep subscribed playsets up to date, improved playset management, and made it possible for you to manage your Playsets and Library even when you were logged out. In addition, there were a few technical and UI improvements in the patch as well, which you may have already tested in the Open Beta, like the updated Coherent UI framework and support for upscalers. We decided to hold back some other improvements to give them a little more polish based on your feedback, such as the additional texturing under roads and support for FSR4. Free to Play DaysWe have been talking quite a bit about the improvements we have made for Cities: Skylines II, and you might be wondering, what for? Starting today, November 12th, the game will be free to play on Steam for a few days. This means that whether you have been waiting for the right moment to test the waters, return to a city you have left behind, or finally convince a friend to join you, this is a good opportunity to get building. And there is also a little something extra waiting for you: the new Grand Post Office signature building can be unlocked by subscribing to the Paradox Newsletter, giving you another landmark to add to the collection!
Like we have mentioned before, we know that there is still plenty of work ahead of us, and we know that there are many more things you would like to see improved. That said, there is something quite huge coming in December alongside Park Adventures, and we can’t wait for you to see it! In the meantime, we will keep chipping away at our to–do list, and we will continue to rely on your feedback along the way. Thank you for sticking with us. Now, back to work! Those parks will not build themselves, and we still have many adventures to go through! In the next City Corner, we will get back to talking more about Park Adventures, so stay tuned! See you soon!
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| 13/11/2026 | Градостроительный симулятор Cities: Skylines 2 стал участником бесплатных выходных в Steam. До 16 ноября 2026 года, 21:00 по московскому времени, пользователи могут скачать игру и попробовать себя в роли градоначальника, не приобретая её полную версию. Cities: Skylines 2 предлагает инструменты для создания современных мегаполисов с развитой инфраструктурой, транспортными системами и жилыми районами. Игрокам предстоит заниматься планированием улиц, развитием общественного транспорта, строительством различных объектов и обеспечением потребностей жителей. Помимо этого, необходимо следить за экономикой города, бюджетом и эффективностью коммунальных служб. Симулятор позволяет постепенно превращать небольшое поселение в крупный город, принимая решения, которые влияют на его дальнейшее развитие. Бесплатный период станет возможностью познакомиться с основными механиками Cities: Skylines 2 и оценить изменения по сравнению с первой частью серии. |
| 10/11/2026 | Paradox Interactive представила Park Adventures — дополнение для градостроительного симулятора Cities: Skylines 2. Оно демонстрирует создание парков, настройку аттракционов и удобств, управление персоналом и финансами. Игроки смогут проектировать собственные зоны отдыха и наблюдать, как они развиваются вместе с потоком посетителей. Для успешной работы парков понадобится следить за обслуживанием и удовлетворённостью гостей. Дополнение делает парки самостоятельной частью городской экономики: их нужно не только строить, но и развивать как прибыльные объекты. Cities: Skylines 2 выйдет на Windows PC, в PC Game Pass и Steam. |
| 10/11/2026 | Hello Mayors!Every great city needs somewhere to escape the hustle and bustle. Somewhere to relax, enjoy the scenery, or perhaps take a ride on a rollercoaster to get that excitement going! With the ‘Park Adventures’ Expansion for Cities: Skylines II, you can do just that; create all kinds of destinations for your citizens to enjoy, from peaceful nature reserves to bustling amusement parks and everything in between. Design your own parks, customize them with a wide range of attractions and amenities, and watch them grow as more and more visitors come to spend their free time in a park built by you. But, running a successful park takes more than just good looks, of course! Keep an eye on your finances, manage your staff and maintenance, and make sure your visitors leave with a smile. ‘Park Adventures’ launches December 2, 2026! Find out more here:
Here’s what awaits you in ‘Park Adventures’:
Whether you are planning on building a quiet green retreat in the middle of the city or the amusement park of your childhood dreams, there is plenty of room for adventure! And there’s something for your cities to enjoy right away, too! Alongside today’s Park Adventures announcement, our latest patch, Seasonal Shift, is now available. The update brings some long-requested bug fixes and improvements, while also laying the groundwork for the upcoming expansion. You can find the full patch notes here:
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| 10/11/2026 |
Hello Mayors! We are happy to share our latest update, Patch 1.6.4f1, with you! This update acts as groundwork for the upcoming Park Adventures DLC and brings the improvements seen in our latest Open Beta to the live version, with the addition of a couple of bug fixes and improvements to Paradox Mods. You will also be able to unlock a new signature building by subscribing to the Paradox Newsletter!
Gameplay
UI
Visual
Misc
Editor
Modding Template
Paradox Mods
Bug Fixes
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| 02/11/2026 | Разработчики Cities: Skylines II рассказали о природных изменениях, которые готовят для градостроительного симулятора вместе с дополнением Park Adventures и бесплатным обновлением. Главным нововведением станут четыре биома — засушливый, тропический, альпийский и средиземноморский. Они повлияют на внешний вид карт, характерную растительность и детали окружающего ландшафта. В пустынных регионах, например, вместо привычных деревьев появятся кактусы, а камни приобретут красноватые оттенки. При этом игроки не будут ограничены природными условиями: высаживать растения из других климатических зон по-прежнему можно будет самостоятельно. Сами биомы добавят бесплатно через обновление редактора, тогда как новые карты станут частью Park Adventures. Разработчики также переработали отображение деревьев на разных расстояниях. Вблизи они должны сохранить мелкие детали, а издалека леса и парки будут выглядеть убедительнее. Одновременно команда занимается оптимизацией: деревья на разных стадиях роста смогут использовать общие текстуры, что позволит снизить нагрузку на систему без заметной потери качества изображения. Изменения коснулись и ландшафта. Переходы между травой, песком и грунтом сделают более естественными, чтобы поверхность не выглядела набором отдельных текстур. По словам авторов, новые технологии станут основой для дальнейшего развития природного оформления Cities: Skylines II. Таким образом, обновление затронет не только внешний вид городов, но и окружающие их территории, предоставив игрокам больше возможностей для создания поселений в разных климатических условиях. |
| 29/10/2026 |
Hello Mayors! We are back with another City Corner turned Dev Diary! After taking a closer look at the design choices of Park Adventures, it is time to turn our attention to something that can make quite a difference to your cities, even if you have not yet built a single road: the environment. From the landscapes beyond your city’s limits to the ground beneath your citizens’ feet, there is a lot more going on than meets the eye. So, who better to tell us about all of it than the developers working on these changes! For today’s City Corner, we sat down with two members of the team, one of our artists and one of our programmers, to talk about the work that goes into shaping the world of Cities: Skylines II, the challenges along the way, and what you can expect from the environmental side of Park Adventures. So, without further ado, let’s jump right into it! Reimagining BiomesOur work with the new biomes started when we looked at the vanilla maps, thinking: “They’re all a bit bland, aren’t they?” At this point, we had already taken a look at the code. We knew that Cities: Skylines II had climate settings and the beginning of a biome system, so there was a foundation to start building on. The goal was to make better use of these systems and give different environments a more distinct look. A biome shouldn’t be just a label for a particular map that shows up at the beginning of a new game. It should also influence the vegetation and other elements found there, so that the landscape feels consistent and realistic. This meant developing four new biomes to support the new maps coming in Park Adventures: arid, tropical, alpine, and Mediterranean, each with its own characteristics and vegetation.
What that means in practice is that the biome influences which natural elements appear in your city, from the vegetation around zoned buildings to the rocks scattered across the landscape. In an arid biome, for example, the vegetation around residential buildings will follow the environment, with cacti appearing instead of trees you would expect to find in a colder climate. Rocks follow this same principle, with arid landscapes featuring more red-toned rocks rather than the more familiar grey varieties. Of course, this doesn’t mean you have to follow the rules of the biome if you do not want to. You can still place trees, plants, and other vegetation from different biomes yourself. The biome determines what appears naturally, but you are still free to experiment and create something that does not strictly follow its surroundings.
Making these elements fit together takes more work than simply assigning different assets to different environments; the terrain itself needs to support the overall look or to match the style. Grass, dirt, sand, and other ground textures have to blend together naturally. Even when individual textures look good on their own, their transitions can make the landscape feel patchy or artificial if they don’t work well together. That is why the new biomes, vegetation, and terrain textures have all been considered together. A desert should not rely on the colour of the ground alone to tell you where you are. The plants and surrounding details should help tell the same story. Oh, and one more thing! While the new maps come with Park Adventures, all of the new biomes will be available for everyone through the Editor with the free update! A Closer Look at TreesIntroducing new biomes and vegetation highlighted the need to improve the visuals of trees in general, including how they look at different distances. When you are looking at a tree up close, there is plenty of detail to see. But when you zoom out to look at your entire city, the game needs to represent that same tree in a simpler way. This is where LODs (Levels of Detail) come in. Cities: Skylines II uses different levels of detail depending on how far away an object is, allowing it to show less complex versions of objects at a distance. For trees, LODs are not hand-created as traditional 3D models. In simple terms, we are using a few pictures of the tree taken from various angles instead of drawing each individual branch of the tree, which would amount to thousands of triangles per tree. This helps keep the rendering performance manageable, especially when your city has trees stretching across the horizon. We have been improving these representations so that trees look better when viewed from a distance, while also working on the textures and details of new trees that make them look good up close. It is the kind of change you might not notice when looking at a single tree in isolation, but when you pull back and take in an entire forest or a city park filled with trees, the difference becomes much more apparent.
Of course, improving the visuals is only part of the process. Changes to trees and other environmental assets also need to be considered from a performance perspective. We have been making optimizations alongside the visual work, including improvements to how textures are used across different tree growth stages. For the trees coming in the free patch accompanying Park Adventures, as well as any new trees in the future, instead of each stage requiring its own separate texture, this updated approach allows different-aged trees to share the same texture. The aim with these changes is to improve the overall look of the environment without adding unnecessary performance costs. Whenever changes have the potential to affect performance, their impact needs to be monitored and tested carefully. After all, a forest should look good whether you are admiring it from a nearby road or taking a screenshot of your entire city from above. Teamwork Makes the Dream WorkA lot of the work regarding the environment happens behind the scenes. Some improvements are easier to spot immediately, while others are less obvious unless you know what to look for. A new biome might look like a straightforward addition, but it depends on several things working together. As mentioned, the terrain needs the right textures, vegetation needs to follow the environment, and the assets themselves need to look right at different distances. On the technical side, these systems also need to work reliably together without introducing unwanted side effects. This is where the collaboration with art and programming becomes particularly important. Creating a new texture or adjusting a tree is one part of the process; making sure it behaves as intended in the game is another. The environmental work often involves going back and forth between the two, trying different approaches, checking the results, and making further adjustments until everything fits together.
Some of that work also lays the groundwork for things that go beyond Park Adventures. The improvements to terrain textures, for example, help support the new biomes, but they also give us more flexibility when working on environmental changes in the future. The same applies to tools and systems that make it easier to create and refine different landscapes. You may remember earlier environmental improvements, such as the terrain painting tool. Work like that helps establish the foundation for more detailed environments, even if its full potential is not immediately obvious when the feature first arrives. Sometimes what looks like a single new feature is also a building block for several things that follow.
On the HorizonCreating these new biomes, textures, plants, and other environmental aspects has been an exciting journey, one that we wish to continue in the future. We are particularly excited to see what you make with the new biomes and maps; providing the tools and assets is one thing, but seeing how you combine and play with them is another. Whether you are building a city surrounded by tropical vegetation, creating a small village in an alpine landscape, or experimenting with a mix of environmental elements, there are plenty of ways to put these additions to use!
While we have also discussed the various ideas that could be explored further in the future, the new biomes, ground textures, and visual improvements are important steps towards making the environments in Cities: Skylines II feel more varied and cohesive. And while some of these changes might be most noticeable when you stop to admire the scenery, others will quietly do their work in the background. And with that, we have reached the end of today’s City Corner! No need to worry, though. We will be back soon with another instalment, since we still have plenty more to share with you! Until then, see you!
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| 28/10/2026 |
Hello Mayors! We have opened a new Open Beta branch on Steam featuring a few updates we would like your perspective on! This Beta includes improvements to almost every LOD model of the base game buildings, which should improve rendering performance, especially on lower-end hardware, updates to the upscaler support (DLSS, FSR3, FSR 4, and XeSS 3), an update to the Coherent UI framework, and a new visual update adding additional texturing under roads! You can freely switch between the Open Beta version and the current live version, and save games will keep working between the two. Please note that this update includes changes to the Virtual Texturing, which requires a full redownload of the game as it touches many base game assets!The Open Beta will be Steam-only. To access it, follow the instructions on how to change your game version in the image below and choose the ‘performance-test’ beta option. This will start updating the game and will enable it. If you want to disable the branch, simply swap back to ‘Default Public Version’ in the same menu where you enabled it. We would appreciate your feedback, especially on performance! If you choose to give this beta a try, please share your experience on the Paradox Forums. Let us know whether you notice any performance improvements or issues with the upscalers, and include details about your setup or any issues you encounter. This will help us understand how these changes affect the game across different systems.
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| 15/10/2026 |
Greetings Mayors! Time has come for another City Corner! Although, this time we are switching things up a little with something different: a Dev Diary! We sat down with our designer, Jesse, and programmer, Marko, to talk about our upcoming DLC, Park Adventures. More specifically, we chatted about how the DLC came to be, where the first ideas came from, what we wanted to achieve, and how those ideas eventually turned into what we have today. This Dev Diary will be the first one in a series of Dev Diaries, where we will take a closer look at the development of Park Adventures, with different members of the team sharing their thoughts and experiences along the way. There is a lot to talk about, so you can expect to see more Dev Diaries in the near future! Now, we hope you are as excited as we are, because we are in for a ride (pun intended)! Sit back, relax, and let’s get right into it! Starting outOne of the earliest decisions that became pivotal in creating Park Adventures was the notion that a park should be an area you are able to define yourself. We had a lot of ideas, like setting up an individual building that would work as a main hub, but after a while of throwing these different concepts around, we moved away from having one building or entrance define the park, and instead started looking at something that is already familiar: districts. The basic idea became that you define a park district, and that district would determine where the park exists, while leaving the contents in your hands. Rather than prescribing a specific layout, the district gives the different park elements a common structure to work with. This also meant that we could make the park itself more flexible. Different park types can exist together in the same area, the buildings can be mixed freely, and you can use the pathways and roads that make the most sense for your park. Even public transportation can run through the park itself rather than simply stopping at a predefined entrance.
This flexibility became important quite early in development. We wanted the system to support the way you are already building the cities in Cities: Skylines II, where you might have a very specific idea or place in mind, and then use the available systems to make it happen. This also led us to another decision; the park content should not necessarily be locked just inside the park district.
The individual assets can be placed anywhere in the city, if you so choose. This means that a building intended for a park does not necessarily have to be part of a park at all. You might use a carousel, for example, as part of another area of the city and incorporate that into something completely different. Another example of this is actually from development: a bus station, which was built into an existing part of the city, had tourists arriving there through outside connections. An info booth was placed right next to it, and the bus lines were then made to take the tourists to the park area. Now, this of course was not the original use case we had in mind when we made the assets, but it was a good example of why we wanted to keep the assets flexible.
This same flexibility applies to smaller details. Park props can be placed independently, and some of them have their own interactions. Benches, for example, can be used by citizens even when they have been placed separately from the actual park assets. This type of thinking was also something we kept coming back to during the development. We wanted the park system to provide enough structure for the simulation to understand what was happening, without dictating what your park had to look like. The Gameplay LoopOnce we had the park district figured out, we had to think about what actually happens when you start filling that area with buildings. The core gameplay loop is fairly straightforward: you draw the park area, start placing buildings, and then watch citizens move through and around it. Their visits contribute experience to the different park types, which in turn unlocks more buildings as the park develops. We ended up choosing four different park types: Amusement Park, Zoo, Nature Reserve, and City Park. However, we did not want the park area itself to dictate which one you were making. Instead, the buildings determine the direction of the park, and different types can be mixed together. That means you can start with one idea, and gradually take the park in another direction, rather than having to decide everything before you have even placed your first building.
Amusement Parks are built around attractions and rides, while Zoos are, naturally, more about moving between different animal exhibits. Nature Reserves allow you to be more creative in how you use the surrounding landscape, whereas City Parks are better suited to being built into an already existing city. We wanted the progression system to reflect these different types, so buildings are unlocked according to the type of park you have been developing, rather than appearing as one large list of assets.
Of course, putting down buildings and rides is only the beginning. A park still has to function; buildings need staff and maintenance, and their efficiency affects how much the citizens get out of the visit. Amenities, such as toilets, food, and information points are there for a similar purpose. They aren’t necessarily the main reason a citizen visits the park, but they have an important part to play in the overall experience. There is also the management-side of things. Parks have their own staff and maintenance budgets, entry fees and policies, and those decisions affect the way how the park operates. We wanted Park Adventures to be more than just placing buildings and watching the numbers go up, but at the same time, the park shouldn’t feel like it’s detached from the rest of the city. Rethinking LeisureAs we progressed, another issue became increasingly difficult to ignore; leisure itself needed a much broader rework. The existing system is quite straightforward. A citizen determines what kind of leisure they want and finds a suitable destination, which is generally chosen based on the distance. Once they have done that, there isn’t much reason for them to reconsider this decision. Of course, that doesn’t leave much room for the idea of actually spending time in a park, which became a problem. One of the first concepts we experimented with gave individual visitors their own leisure preferences. We looked at things like excitement, socialization, and relaxation, and considered having different types of citizens lean toward different activities. For example, child citizens would prefer excitement, adults socialization, and elders relaxation. This sounded interesting on paper, but it quickly created other problems. If a visitor had a very specific preference and the park didn’t contain exactly what they wanted, they would always be disappointed. We also didn’t want to turn leisure into a system, where you had to constantly check whether every individual citizen had all of their personal needs perfectly satisfied. The general age distribution also created issues, due to the adults covering 60-70 % of the population, which meant that you would only really need to build one type of park. There is a balance to find between having individual citizens behave in believable ways and having the larger simulation remain understandable. So, the system moved towards looking at the park as a whole, while still allowing individual visitors to make decisions within it. One of the biggest changes is that the citizens now make their leisure choices based on more factors than how close something is. Capacity matters, for example. If one destination is already crowded, a citizen may decide that another park is a better choice, even if it’s a little bit farther away. Not only that, but the condition and the quality of the leisure destinations also affect the experience. The citizens within a park also evaluate what is available as they move through it. They might consider the distance to something, whether there is a long queue, whether another destination looks like a better option, and eventually deal with the consequences of those decisions. A hot dog stand that seemed like a good idea can become less appealing if a large queue forms by the time the citizen gets there. The amenities add another layer to this. Restaurants are treated more like attractions, while amenities fulfill the secondary needs that can arise during a visit. A citizen may decide they need to use the restroom, for example, and the quality and availability of those services can affect their experience, which can further affect the rating of your park.
The ratings and reviews are intended to make the issues visible to you. Instead of the simulation simply doing all of this behind the scenes, the feedback from individual citizens can help point towards problems in the park. If distances are too long, for example, that should be something that you can identify from the feedback, and then you can choose whether or not to fix it. Of course, we’re still working on parts of how that information is presented, but the general idea is that the citizens are not just a number representing park attendance; they are also a way of showing what is happening inside the park. That distinction is extremely important, because a large part of the work has been about making leisure something that the citizens actually do, rather than simply a destination to visit before heading home. Looking at You, CitizensNaturally, the above-mentioned aspect brought us to another part of the development. What do the citizens actually do once they arrive at the park? One of the things we have wanted to improve more broadly is the visibility of everyday life in the city. A citizen travelling from one building to another is important to the simulation, but watching those citizens actually stop, interact with their surroundings and spend time in public spaces adds something different. Leisure felt like a natural place to start experimenting with that. Citizens can now visibly queue for attractions, sit on rides, and watch animal exhibits. These are things that might look fairly straightforward when you are playing, but technically they involve quite a few different systems working together. This same thinking also led to interactive props. Before leaving home, a citizen does not necessarily decide that they absolutely must sit on one particular bench. Instead, if they are already travelling somewhere and encounter a suitable interactive prop along the way, there is a chance that they stop and use it before continuing on their original journey.
Internally, we have been calling this the “Divert” logic. The idea is that the interaction happens as a part of the journey rather than completely replacing it. It is still very much a work in progress, so we are not going to promise that every prop in the game is suddenly going to have citizens climbing all over it, but the underlying technology is there, and this gives us a starting point for expanding these kinds of interactions in the future. This is also where the simulation and the visual side of the game collide. We want the park to make sense as a simulation, but we also want the result of that simulation to be visible. If a park is full of attractions, but everyone simply walks to one building and then goes home, a lot of the work happening under the hood is not particularly interesting to watch. Seeing the citizens spread out, queue, stop at different places and interact with their surroundings gives the simulation a more tangible result, and that’s something that we kept in mind while building the actual park content. We wanted enough variety, so that you could create very different kinds of places rather than having every park follow the same formula. Final ThoughtsThere is one other part of Park Adventures that might be easy to overlook when talking about the DLC itself; a lot of the work we have been doing is coming to the base game as well. The leisure rework is probably the biggest example of this. While it started as a core part of developing the new parks, the changes are not limited to the DLC. The new leisure systems, along with improvements to how citizens choose and use leisure destinations, will be available to everyone, whether you own Park Adventures or not. And that’s not all! We are also bringing plenty of visual and other improvements to the base game, which we will dive deeper into in future Dev Diaries. Needless to say, there is a lot of work going into the free updates alongside the paid content, and some of it reaches beyond parks themselves! So, while Park Adventures is about creating parks and giving citizens new places to visit, the work around it has ended up touching a much wider part of the game.
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| 07/10/2026 | 28 октября на консоли Nintendo Switch 2 состоится выход Cities: Skylines Expanded Edition — расширенной версии градостроительного симулятора, включающей 10 дополнений и наборов контента. Владельцы версии для Nintendo Switch смогут приобрести Expanded Edition со скидкой 70% (предложение для постоянных игроков). Новая версия оптимизирована для Switch 2 и объединяет четыре крупных дополнения и шесть дополнительных наборов контента. Оригинальная игра Cities: Skylines была выпущена студией Colossal Order и издательством Paradox Interactive в 2015 году. Она предоставляет игрокам полный контроль над всеми аспектами жизни города: от зонирования и дорожной сети до общественного транспорта, налогообложения и работы городских служб. Релиз на Switch 2 открывает владельцам версии для Nintendo Switch доступ к расширенной коллекции дополнительного контента, выпущенного после выхода игры. |
| 02/10/2026 | Cities: Skylines II is part of the Paradox Interactive Autumn Sale!Grab your favorites (or finally try that one you’ve been eyeing) before the deals end! You can get up to 90% off across the entire Paradox catalog, from city-builders to grand strategy classics like Crusader Kings III, Stellaris, Hearts of Iron IV, and Victoria 3. Whether you’re expanding your metropolis or starting a brand-new empire, now’s the perfect time to stock up. The Sale runs until October 8!
Check out the Sales here! --> https://store.steampowered.com/publisher/paradoxinteractive |
| 15/09/2026 |
https://store.steampowered.com/app/3579840 https://store.steampowered.com/app/3725980 Iceflake's first Expansion Pass is here! With the continued development of Cities: Skylines II, we have reached an important milestone: our first official Expansion Pass, and our first expansion: 'Park Adventures'! After a long time of patches, it is time to breathe some new life into your cities with this newest addition, while our team continues working on improving your experience with Cities: Skylines II. Together with 'Expansion Pass 2' comes our latest patch, Autumn Breeze, which includes improvements to the gameplay, visuals, and much more! The Patch is available now, and you can read the Patch Notes here: ...And if you get the Expansion Pass, you'll get your hands on the 'Downtown Market' instant unlock, available for you for free! 'Downtown Market Set' brings street-level energy to your city! This Instant Unlock lets you create a vibrant social hub with repurposed shipping container architecture and colorful food trucks. And if you are looking for a new environment to build on, the set comes with a new Scottish-inspired temperate map, enriched by lochs, rivers, and ruins!
Join us for the next couple of months as we release the next expansion, 'Park Adventures', all about shaping and customizing your own outdoor spaces. From green city parks, to animal-filled zoos, to colorful and exciting amusement parks, to natural reserves that calm the soul. 'Park Adventures' will be the first Expansion by our team at Iceflake. Decorate your city with everything from calm urban parks for your city centers to entertaining Ferris wheels and relaxing nature trails! One of the most-requested expansion themes by the Community, Park Adventures, follows in the footsteps of the 'Parklife' Expansion from Cities: Skylines; whilst being something especially tailored for Cities: Skylines II. Maybe you want to be able to mix and match what your park offers? Don't worry, if you wanted to add a roller coaster in your zoo to add some “Aaaahs” to your “Rawrs,” you totally can! Add some fun for your citizens with over 100 new assets spanning city park buildings, zoo enclosures and animals, nature reserve structures, and amusement park rides. If you want to start a new city, you will also get new maps to build the arid, tropical, boreal, alpine, or Mediterranean city of your dreams. We also wanted to share that, along with Park Adventures, there will be a Free Update that all players will receive! All players will be able to try something new with the release of Park Adventures, and we are excited to see what you will make with the Free Update features! The next release will be new Creator Packs from community creators Arthaix and Trist1322, and a new accompanying Radio Station. 'First Response' by 'Arthaix' will expand your city's fire, police, and healthcare services, from small substations and clinics to operations centers and headquarters. With many upgrades to add to the fifteen new buildings, they can evolve with your city. 'Modern Suburbs' by 'Trist1322' adds a new section of modern and contemporary low-rise residential and mixed-use row homes that will slot naturally into any city. The community-oriented service buildings will also fit right into the new neighborhoods with the Civic Hall, Community Learning Center, Contemporary Subway Station, and Community Library. 'Corner Street Beats' Radio Station. Smooth, late-night sounds to accompany your city planning sessions — whether you're laying down transit lines, shaping new neighborhoods, or just watching the lights come on across the skyline. Further into 2027, we will have a Map Pack from another community creator, Uncle Ron, accompanied by a new expansion by us at Iceflake, City Vacations. 'City Vacations' will expand on your city's tourism and the tourists that will want to visit the new buildings, landmarks, and attractions: from cultural venues and entertainment districts to iconic structures. Beyond placing attractions, you gain meaningful control over how tourists move through your city once they arrive, influencing where they stay, how they get around, and where their spending flows. 'Map Pack' by 'Uncle Ron' features seven new maps inspired by holiday destinations around the world, from tropical islands to alpine valleys and desert canyons, and includes three tropical-focused maps, two temperate-focused maps, one alpine-focused map, and one arid-focused map. Explore new parts of the world with the Map Pack Creator Pack.
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| 15/09/2026 |
Hello Mayors! Patch 1.6.2f1 is now live, bringing a number of improvements to gameplay mechanics, such as garbage truck logic, citizen financial behavior, and company renting priorities, with the addition of small adjustments to the UI, Asset Editor, and Paradox Mods. This update also brings enhanced visuals with improved tree LOD quality, fixes for water flow, and more! This patch updates the UI framework, which can cause side effects to a limited number of mods. Loading of old save games is supported. Gameplay:
UI:
Visual:
Misc:
Editor:
Paradox Mods:
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| 09/09/2026 |
You asked, we answered, and will continue to answer! Our official Q&A Thread is now open in the Paradox Forums! Whether you're looking for answers or want to ask a new question, this thread is the place to be! Whatever it might be, feel free to hop in and post your questions in the thread, and we will answer as soon as we can. Roads and InfrastructureQ: How can the game provide more flexibility in road design, such as varied road widths and default restrictions for pedestrians on highways? What about road naming? A: We haven’t looked into how feasible it is, but something like the road builder mod included in vanilla Asset Editor could be a possibility. Live editing in-game is probably out of scope, though, we would need to look more into it to give a definitive answer. Pedestrians on highways are a fallback, and if it happens, then something else already went wrong. If the recent fixes haven’t helped, there needs to be a bug ticket with a save where it happens, so we can investigate further. We haven’t looked into improving the road naming yet, but we know that this is one of the most-suggested features in the game. So, time will tell! ---- Q: Are there plans to allow for more integrated public transport infrastructure, such as bus stops and bike lanes on the same road segment? A: No big plans like this as of now, but let’s see what the future holds. ---- Q: Are improvements to tunnels and underground infrastructure being considered? A: Not currently, beyond smaller fixes like visual issues with tunnel entrances. Zoning and City ManagementQ: What plans are there to address the instability of zoning grids and allow for smaller, more precise grid sizes (e.g., 2m)? A: Smaller grids not planned. QoL for controlling the grids are possible but not in the short term plans. ---- Q: Is there a future system planned for complex regional hierarchies, allowing players to manage multiple settlements (towns, villages, capitals) within a single map? A: No. ---- Q: What are the next steps for improving the resource economy? Are there any larger changes planned beyond the company-priority adjustments introduced in Autumn Breeze? A: The resource economy is being worked on from multiple angles and need a lot more investigation, so giving a concrete answer is quite difficult. We’re taking things step by step, starting with fixing various services, then focusing on the economy basics, like citizen and company behaviour, demands, rents and land value, which are all interdependent. Then, we would probably move onto cargo transportation. ---- Q: What can players expect performance-wise as their cities get larger? When is the next meaningful optimization pass coming? A: Optimization is an ongoing work, so there are no single big wins in this area, that would fix everything in one go. ---- Q: What are the biggest remaining performance bottlenecks in large cities, and are there any particular areas of the simulation currently being targeted for optimization? A: Bottlenecks depend on the city and hardware, so there are dozens of areas targeted for optimization and not one specific one that we are focusing on. Simulation and DifficultyQ: Will developers introduce customizable difficulty settings to provide more challenge, such as pandemic management or organized crime control? A: Customizable difficulty settings are doable if we really want it, but that would mean they will never be balanced. So, right now we are focusing on balancing the difficulties that we already have. As for pandemic management and organized control, not planned. ---- Q: When can players expect a rework of the pathfinding algorithm to prevent traffic congestion and the reliance on single, inefficient routes? A: It is impossible to say “when” this would happen, but it is a high priority. In any case, there will be no “rework”, but instead a simple balancing or a bugfix, because they already avoid congested routes. ---- Q: What is the status of improvements to natural disasters and the emergency evacuation system? A: Not planned currently. ---- Q: Are there plans to revisit traffic and pathfinding more broadly, particularly highway traffic, lane usage, and pedestrian routing? A: We are looking into issues with pathfinding all the time, but no major rework is planned. However, very small balance changes in the cim decision making can have a huge impact on how this feels. ---- Q: When you talk about giving players more control over the simulation at the district or city level, what kinds of controls are you currently considering? A: For example, control over where resources are produced (possibly district level), and more management for import/export. Visuals and ImmersionQ: What improvements are scheduled for building construction animations, citizen behavior inside buildings, and more natural road textures? A: Nothing is scheduled, but right now the road textures are highest in priority out of these three. ---- Q: Will the game include more ambient sounds and unique audio cues for buildings to increase immersion? A: Yes, definitely! Alongside that, we’re planning a full audio update across the entire game in the near future. Our goal is to add new audio content and redesign existing sounds to build more deeper immersion through unique, memorable and stylized soundscapes. We’re also working on rebalancing volume levels across the board to ensure that the entire audio experience is clearer, enjoyable, informative and fun. ---- Q: Can players expect more diverse, non-US-centric assets and agricultural variety? A: Yes, but it is impossible to say the timeline for them. ---- Q: Will existing base-game assets eventually be updated to make use of the new window materials and lighting options? A: Eventually, perhaps, but not in the near future. ---- Q: Is there a long-term plan to make Cities: Skylines II feel more dynamic and interactive? A: That would be our ultimate goal, but it will take a lot of work (and time) to achieve. But hopefully, we can reach that goal, one step at a time. ---- Q: Are there plans to revisit the game's visuals and lighting? A: Yes, we have plans to update the visuals. More exact details to come later during the autumn. Development and RoadmapQ: Can the community expect a clear roadmap for content and features planned after the upcoming patch? A: Yes! We are planning on releasing a roadmap very soon, which should bring some clarity about our plans for the future. We have also been discussing the possibility of releasing roadmaps regularly, so you, as players, would know the general plan for the year. Of course, not everything is always set in stone 100%, but it should work as a general overview of what’s coming! ---- Q: How are community-reported issues, such as those related to supply chain logic for Signature Buildings, prioritized for future updates? A: Community-reported bugs and issues are logged in Jira where they are triaged and given priority. High priority issues will be fixed as soon as possible. Lower priority issues will take longer to enter active development. --- Q: When will the game be available on PS5 / Xbox, and are there plans for more robust developer tools for community testing? What remains to be done before it can be released? We do not want to commit to any dates for the console release before we are absolutely certain that they will hold. However, we have been making good progress and will share more information as soon as we are ready! There are still (more than) a few things that need to be done or improved; for example, the UI. No plans for more developer tools as of right now. |
| 03/09/2026 |
Hello Mayors! Previously, in the world of City Corners, we talked about our next patch and what kind of changes you can expect from the upcoming update, which will arrive in mid-September. Naturally, City Corner #11 was followed by a bunch of questions from you, and after seeing some of the same questions pop up, we thought: “Why not put the answers somewhere where everyone can easily find them?” So, that’s what we are doing today! While we wait a little longer for the release of our next patch, we have gathered some of the hottest topics and questions in one place, along with the answers to help clear things up. This time, we are mostly focusing on general improvements and simulation, but if there is a specific area you would like to hear more about or have questions on in the future, let us know! Now, this is a chunky one, so let’s dig in!
How do we decide what to fix?As many of you might know, Cities: Skylines II is not an easy cookie to crack; there are many things that we’d like to improve. While community feedback plays a huge part in this, making the decisions on what to improve next isn’t quite as simple. Oftentimes we cannot pick the most-requested suggestions and put them straight into the next patch; we also have to consider bugs, how different systems interact with each other, and what can realistically be tackled at a given time. Our approach is generally to first make sure that the systems we already have are working as intended and are understandable to the player. From there, we can look at balancing, improvements, and giving players more control where it makes sense. We also keep track of community suggestions internally, so even if something is missing from City Corners or Patch Notes, it certainly does not mean that it has been forgotten! This is also the reason why we don’t always jump straight into a major rework. Take logistics, as an example: the team often starts by fixing the underlying issues, then looks at how the system behaves afterward before deciding whether further balancing or larger changes are needed. In other words, fixing something doesn’t always mean that we are at the finish line; sometimes it is just the beginning. Why can simulation issues take so long to address?Simulation is one of the biggest talking points whenever we release a City Corner, and understandably so. Usually, when we look at a problem in the simulation, it might look simple from the outside. However, more often than not, this issue turns out to be connected to several other parts of the simulation. A good example of this, once again, is logistics. When looking at issues such as companies that are struggling to get the resources that they need, the first step is to identify whether there is an actual bug, and then see how the system behaves once that has been addressed. Is the company making the wrong decision? Is the resource unavailable? Is the vehicle choosing a route that is inefficient? These questions are the reason why our approach is often to start with the underlying issues, then observe how the simulation behaves after that. From that point on, we can look at balancing and determine whether larger changes are needed. Of course, not every problem needs a complete rework, and sometimes it is better to see how a smaller change affects the simulation before making bigger adjustments. We know that that approach isn’t always the most satisfying answer, especially when you are waiting for something to improve, but taking the time to understand the systems we are changing helps us to avoid creating new problems while trying to solve the old ones. What about performance?Now, on to the most important part of our work: the performance. There is still room for improvement as always, particularly on the GPU and rendering side, although these optimizations are not always straightforward. On the CPU side, pathfinding still remains one of the bigger challenges, and some improvements may require larger changes to how the simulation behaves. This means that we have to look at performance across the game as a whole rather than focusing on a single area. Some of the improvements that we make might be immediately noticeable, whereas others are smaller optimisations that add up over time. A lot of this work benefits PC players, but also helps us tackle the technical requirements of bringing the game to consoles (yes, we are actively working on it). Because consoles have stricter memory limitations, our team is looking for every little win. As we have mentioned previously, something as seemingly minor as changing how assets are stored or how parts of the UI are rendered can free up memory that can be used elsewhere. Every bit of memory and performance matters, and improving the efficiency of the game helps everyone! Controlling the simulationOne thing we've seen come up repeatedly is the question of how much control you should have over the systems running your cities. Where are resources coming from? Why is a company producing a particular good? Why does a warehouse want to store something I don't need? At the moment, many of these decisions are handled by the simulation, with players influencing them indirectly through things like taxes, subsidies and their transportation networks. But as we have previously pointed out, we also recognise that there are situations where players would benefit from having more direct control. The tricky part in this case is finding the right level of control. Being able to tell every individual building exactly what it should produce, store, or sell might give you more control, but it could also turn running a city into a lot of micromanagement, and that is not necessarily the experience we want to create. Instead, we have been thinking about ways of giving players meaningful choices without asking them to manage every individual company. For example, could players have more control at the district or city level? Could there be better ways to influence which goods are imported or where certain types of production are located? These are the kinds of things we are considering as we continue looking at the simulation; not just the amount of control per se, but also what kind of control makes running your city more interesting. Quality of Life, and future endeavoursNot every improvement needs to be a huge new system. Sometimes it's about making something that already exists easier, clearer, or more enjoyable to use. Our overall aim is to improve quality of life and usability across the game, which can mean everything from visual improvements to small tools that make building and managing your city more convenient. We've already brought several community-requested improvements into the base game, and we'll continue looking at where similar changes can make a meaningful difference. Of course, there's still plenty of room to improve the day-to-day experience of building a city, and sometimes the smallest changes can make the biggest difference. As we move forward, we want to continue finding opportunities that improve both the big and small parts of the game. And that’s our cue for this time around! Before we go, though, we would like to hand the mic over to you! Are there any questions on your mind that you would like us to answer in a future Q&A? Let us know! We will be keeping an eye on your questions and are planning to answer some of them in a separate session very soon!
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| 02/09/2026 | История позора серии Cities: Skylines для Paradox Interactive не менее болезненная, чем неудача с Vampire: The Masquerade — Bloodlines 2 . Оно и не удивительно, ведь специализирующийся на различных стратегиях издатель не смог уследить за контролем качества. |
| 26/08/2026 | В рамках gamescom Opening Night Live издательство Paradox Interactive анонсировало LEGO Skylines . Дата релиза игры пока не раскрывается, но заявлены версии для ПК , PlayStation 5 , Xbox Series X|S и Nintendo Switch 2 . |
| 20/08/2026 |
Greetings, Mayors! Our next update is on its way, and in this City Corner, we will take a closer look at some of the changes coming with the upcoming patch. We will go through a number of gameplay adjustments, including changes to citizen behaviour and how some of the systems in your cities work, as well as some visual improvements. There are also a few smaller tweaks to go through, so let’s dive in and talk about what’s coming in the next update! Improvements to GameplayIn the upcoming patch, we have put a lot of focus on improving the behaviour and logic of the game. For example, we have worked on adjusting the Garbage Truck’s logic so that trucks now reserve enough capacity for the waste they are expected to collect at their intended destination. Previously, garbage trucks sometimes collected small amounts of garbage from buildings along their route, causing them to fill up before reaching their intended destinations. With the next update, the trucks now skip buildings with only small amounts of garbage on their route, allowing them to prioritize buildings that need collection more urgently. The change applies to all buildings, which means you should see less notifications about garbage piling up, especially if you have an efficient amount of garbage processing facilities! This also affects citizen happiness, with clean homes providing a greater happiness bonus. The renting priorities of companies have also been adjusted. Companies will now be prioritized based on whether they produce the resources most needed by the city. The companies that produce less-needed resources will wait until higher-priority companies have found an available location before they have the opportunity to rent one. This means that when you are zoning areas, the zones are more likely to spawn companies whose resources are actually needed. In turn, this increases the variety of company types located near each other, and makes the demand bars reduce correctly. This change will also act as a foundation for future improvements on how the resource economy works. Some changes have also been made to the residential demand calculations. Previously, the residential demand didn’t take the size of the city into account correctly, which caused the demand to plummet in very large cities. This has now been fixed, and the calculation now also takes the number of empty residential properties into account, which in turn makes the demand more balanced. When it comes to the citizens, we have adjusted their financial behaviour in a way that the citizens’ happiness, shopping, and leisure choices now use income rather than wealth. Previously, citizens based their shopping, leisure, and happiness decisions on their accumulated wealth. Because wealth naturally fluctuates as citizens earn and spend money, it was not always a reliable indicator of their financial situation. These decisions are now based on income instead, making the happiness indicator better reflect how well off citizens actually are. Visual updatesIn City Corner #8 - Transforming the Terrain, we mentioned that we would continue working on the maps within the game with the new, painted-on terrain texture details. We have now finished two more maps, Waterway Pass and Lakeland, that you can enjoy immediately when this newest patch goes live!
The LOD quality of trees has been improved. Previously, the tree LODs could make the trees look like they were missing branches, or make the leaves seem like they were floating in the air instead of being properly attached to the tree. In this patch, we have enhanced the quality of these LODs, making the trees look fuller and more lush, and with their branches and foliage sitting more naturally together.
We have tweaked the surfaces and the way the terrain renders with the underlying terrain normals. A normal map is used by the game to calculate how light interacts with a surface. Previously, all surfaces used upward-facing normals, causing lighting to behave as if the ground were perfectly flat. This meant the shape of the terrain underneath wasn't reflected in the lighting, making it seem less interesting. In this new update, surfaces now inherit the normals of the underlying terrain, allowing the light and shadows to follow the terrain's actual bumps, hills, and slopes, making its shape much more visible and three-dimensional.
We’ve also been working on improvements to the appearance and behaviour of building windows. While these updated windows are not currently used on any of the assets, we wanted to share the development. This includes adding support for frosted and opaque glass variations, allowing these window styles to be used on future assets,assets re-imported into the game and assets created by modders.
In addition to the opaqueness of windows, assets configured with windows that should always remain lit or unlit will now correctly reflect that design intent, making them look more believable at any time of day. As part of the work for these improvements, we expect to see some small performance gains when rendering large numbers of building windows at once. Growing BeyondWith that, we thank you once again for reading! As always, our work continues as we keep bringing new updates, improvements, and additions to Cities: Skylines II. There’s plenty more in the works, and over the coming months, we will have more to share about upcoming updates, new content, and of course, the DLC! We are looking forward to showing you what we have in store for you and giving a closer look at what is still to come. Until then, keep your eyes peeled, and we will see you in the next City Corner! Ta ta!
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| 11/08/2026 |
Hello Mayors! It’s time for another City Corner, and this time, we will be talking about an aspect in Cities: Skylines II that hasn’t really been touched upon in our previous updates: the Asset Editor. We have started working on improving the modding tools, and there are a number of quality-of-life improvements we want to highlight in this City Corner, like smoother workflows, asset localization, and placement overrides. We will also take a look at the mod support and what our plans are when it comes to managing your mods. Let’s get started, shall we! Smoother Workflows in the EditorLet’s begin with the Editor. For our upcoming patch, we have started working on improving the tools in the Asset Editor, aimed at reducing repetitive clicks and making it easier for creators to navigate and edit their assets. First, we have added a new launch parameter -startEditor to open the Asset Editor on startup. This allows you to launch straight into the editor, without having to go through the Main Menu first. We’ve added controls to expand or collapse all components in the Inspector panel at once, making it much easier to explore an asset’s underlying structure or quickly reach a specific component. Creators can choose whether components are expanded or collapsed by default in the options, use the dedicated buttons, or assign their own shortcut to toggle between the two states. We’ve also reviewed the editor’s Inspector panels to remove unnecessary layers of collapsed containers where possible. Previously, creators could sometimes need to expand a component and then expand another container inside it before reaching the relevant fields. These inner containers are now kept open in many places, removing an extra step from the workflow. Another improvement focuses on the long lists of props and other items attached to assets. Each item in these lists has its own container showing information such as its position or spawn probability. Previously, the item’s name was only visible after expanding that container, which meant creators could have to open many entries across several pages just to find the one they wanted.
Item names are now displayed alongside their Element IDs while the containers are collapsed, making lists much easier to scan. We’ve also added a search bar to these lists, allowing creators to filter them by either an item’s name or its Element ID.
Related to the previous improvement, selecting a propped item on an asset now displays its Element ID in the Object Info panel alongside information such as its local position and probability. Creators can copy that ID into the list search to quickly locate the corresponding entry. Asset Localization Tool ImprovementsWe’ve made several improvements to the process of adding localized names and descriptions, which is the translated text displayed according to the language in which the game is being played.
A new Add All Translations button lets creators add slots for every supported language at once, rather than selecting Add Translation separately for each one. With 12 languages currently supported, this saves a lot of extra clicks for each name or description section. Description fields now properly support multiline text as well. While asset descriptions already supported new lines and paragraphs, the Editor’s input field did not correctly recognize the Enter key as a new line. This has now been fixed, allowing descriptions to be formatted directly inside the Editor. Creators can also copy the localization from one asset and paste it into another. This is particularly helpful when creating multiple variations of the same asset, as the shared text can be transferred in one step instead of copying each field individually or relying on a separate spreadsheet. New Placement Overrides for ProppingOur final highlight for the editor is a new Overrides tool option that becomes available when snapping is enabled while placing props on an asset. It provides three optional overrides that can be applied as each item is placed:
Each override can be enabled independently, or creators can use any combination of the three. This makes it possible to define important properties during placement instead of placing each item first and then editing it individually afterward. Launcher Mod SupportIn addition to the Asset Editor, we are also working on improving the mod support with the help of the PDX Mods team. Many of the changes here have been requested by you, and while we don’t have an exact date for these changes yet, we wanted to share the progress with you!
As the title of this section suggests, we are adding a feature to the launcher, which allows you to manage your mods even before starting your game. When the launcher opens up, you can select your active playset. If that playset is somehow corrupted or outdated, the launcher will display a warning, which you can hover over to see what the launcher thinks might be the issue. The launcher will also attempt to update any mods from the PDX Mods backend that you may have installed, or that might be missing from your current computer.
You can also set a playset to be off-disk, which means you will retain your playset, but mods won’t be downloaded and installed. This will be useful for the playsets that you want to keep, but are not actively using. In addition, the launcher will allow you to create new playsets, remove old ones, and edit existing ones. The naming of this feature is still subject to change.
Of course, we’re hoping to expand on these features by adding even more functionality in the future. For example, we’d like to let you change the location of your downloaded mods or spread them across multiple locations, which is something many of you have been requesting! These features are still in the works, but we will keep you in the loop as the development progresses. To be continued…Our work on editor improvements, as well as mod support, is guided by feedback shared across our community, on the forums, and from our Creator Program. We look forward to continuing to improve the Editor and Mod experience over time, and if you have any ideas for things that would help you in the future, please let us know! With that being said, thank you for reading! We hope you have enjoyed this look at what we’ve been working on, and we look forward to sharing more with you. We will be back soon in the next City Corner with more information about our upcoming patch, so stay tuned!
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| 23/07/2026 |
Hello Mayors! Six months ago, we at Iceflake Studios took the mantle of development of Cities: Skylines II. Since then, our primary goals have been to improve the game, address long-standing issues, and build a stronger foundation, so we can optimize and develop the game well into the future. Working on this game for the short time that we have has been very satisfying. We have been very busy, but the rewards have made it all worthwhile. Taking on a big project like Cities: Skylines II might have been daunting at first, but all the great feedback we have received, along with the kind words and communication from the community, has made the experience even more enjoyable and rewarding. In this City Corner, we are taking a look back at what we’ve accomplished during these first six months, and highlighting some of the biggest improvements that have made their way into the game. Overview of the PatchesOur first major update, First Frost, focused on both the simulation and the overall player experience. We tackled several long-standing issues, like, for example, the death waves. We also rebalanced bicycle usage, improved nighttime visibility, updated weather and fog systems, and introduced the Color Customization tool, which gave you a first taste of customizing the appearance of your cities. Alongside these, we updated the UI, improved the landscaping tools such as terraforming, and gave you more freedom with tree placement. The updates that followed continued that work across multiple areas of the game. In the Anniversary Update, we introduced one of the community's most requested features: the ability to toggle road zoning, giving players greater control over how and where development occurs. We also added our first new asset, the Iceflake Arena, expanded gameplay options, and introduced the in-game Encyclopedia, making it easier for both new and experienced players to find information about the game's systems. As spring progressed, our focus shifted toward improving city management and player control. Our fourth patch, Spring Cleaning, introduced the Historic Building option, allowing players to preserve buildings they wanted to keep from being upgraded. We also gave more freedom to customize your UI by adding transparency and scaling options, which were both suggested by you immediately after the release of the new UI. We also continued working together with the Paradox Mods team, giving better mod management and download systems. Morning Dew continued our work on quality-of-life improvements. We expanded asset filtering options, improved several creator-focused workflows, refined tool behavior, and addressed visual issues affecting shadow rendering. While smaller in scope than some previous updates, Morning Dew focused on smoothing out everyday city-building and addressing issues reported by the community. Most recently, we had Summer Solstice, which focused on improving both the visual quality of the game and some of its underlying simulation systems. This patch introduced a complete rework of terrain rendering, improved terrain shading, depth perception, and overall landscape quality. We also added terrain painting tools, which allowed you to paint and blend terrain textures directly in-game and in the Editor. Of course, all of these updates included fixes and improvements across the simulation, performance, and stability as well. For example, with Spring Cleaning, we introduced our Benchmarking tool, which marked the first steps towards making the performance of the game better for everyone. Some of these changes, like the improvements on traffic pathfinding introduced in Morning Dew, are not always immediately noticeable and might even work behind the scenes, but they still have an effect on the overall performance and simulation. StatisticsSince we’re all here and we love our numbers and charts, let’s look at some statistics, shall we! Starting from January up until now, we have fixed 200+ bugs and added 40+ new features and improvements! To elaborate, we wanted to show you a chart on how these bug fixes and improvements have been divided between different aspects of the game.
A pie chart of the fixed bugs and what their focus has been. As you can see from the pie chart above, most of these fixes have been focusing on the UI and Interface, with a large chunk focusing on the gameplay and simulation as well. A good example of these fixes includes the various icon and UI bugs, but also stuck citizens, demand bars not filling correctly, and shadow flickering.
New features and improvements in a pie chart. When it comes to new features, you can see that the biggest chunk here has gone into the UI and visual improvements. The new features in the chart include, but are not limited to, the Historic Building option, Benchmark tool, the Encyclopedia and Iceflake Arena, whereas the improvements in the chart include the Education system rebalancing, cycling policy adjustments, and performance optimizations. As mentioned before, we will continue working on the different aspects mentioned in both of these charts, but also wish to dive even deeper into these themes when the time is right. What's next?As the summer is slowly reaching its zenith and coming to an end here in Finland, we are already working toward the next updates. While our next patch will not be as content-heavy, it will still include bug fixes and a few tweaks to the simulation. As per usual, we will get into all the details about the next update in a future City Corner dedicated to the patch itself! Looking into the horizon, we have also been working on our first DLC - we will tell you more about it at a later date when we are ready! We’re so excited for you to be along for the journey; here’s to another 6 months, 1 year, and further into the future!
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| 22/06/2026 |
This patch can affect some custom maps, but loading of old maps and savegames is supported. Gameplay:
UI:
Visual:
Misc:
Mods:
Paradox Mods:
If you have anything to report, please make a post to the PDX Forums Bug Reports board. |
| 11/06/2026 | |
| 01/06/2026 |
This patch should not affect mods, and loading of old savegames is supported. After our previous patch, we received a lot of reports about being unable to save, or receiving ‘NotSupportedException’ error. We want to thank everyone who participated in testing out the open beta branch that we released related to this issue! We have prepared a hotfix that addresses the symptoms of this saving bug. Our research suggests that the actual issue was introduced by the addition of Asset Editor last year, but it stayed hidden until our recent change. We are still looking into the root cause of this issue and plan to release a complete fix for the bug in our next patch! However, in the meantime, the current fix should be enough to keep your game going and saves functioning.
Misc:
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| 29/05/2026 |
Hello Mayors! We are currently working on a fix for the saving bug, so if you're experiencing an issue with your save action getting stuck, please try launching the save with this new branch! We have opened up a Steam-only Beta branch where you can test out the hotfix. If you have been experiencing the bug where you're unable to save, follow the instructions on how to change your game version in the image below and choose the 'saving_fix' beta option. This will start updating the game and will enable it. If you're still having issues with saving your game after testing this branch, please go to our forum and fill out a form so that we can get more data points on how to fix this. When you want to disable the branch, you simply swap back to Default Public Version in the same menu where you enabled it.
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| 27/05/2026 |
Hello Mayors! Patch 1.5.9f1 is now live, bringing improvements to the vehicle pathfinding and fixes to some of the bugs you have reported through PDX Forums! There is also a significant update to shadow rendering that aims to mitigate various visual artifacts occurring at both short and long distances, and we implemented updated localization after a lot of feedback from the community (especially for Simplified Chinese). This patch should not affect mods, and loading of old savegames is supported. If you have anything that you want to report to us after trying this new patch, please share it with us on our Bug Reporting board. Gameplay:
UI:
Visual:
Misc:
Mods:
Editor:
City Stations Creator Pack:
Known Issues:
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| 26/05/2026 |
Hello Mayors! It’s that time again, where we look at the things that are in store for you in our next patch! This time, the focus has been on vehicles and their pathfinding. We mentioned in our City Corner #4 - A Peek into Performance, that we were working on improving the vehicle behaviors, and we are finally ready to tell you about the first implementations we have made to make traffic more manageable! We have also completed our shadow improvements we started a few patches ago. These improvements fix obvious visible issues, especially when you’re playing around with different camera angles. Patch 1.5.9f1 - Morning Dew will be out tomorrow at around 10AM CEST! Shadow improvementsAs a continuation of our earlier shadow improvements, we have prepared changes in the upcoming patch that further polish the way they behave within Cities: Skylines II. You might have noticed before that when you admired your city and tilted your camera towards the horizon, the distant shadows seemed to be playing hide-and-seek, disappearing and reappearing in the distance. In this patch, we’ve fixed the shadow rendering distance jumping around, resulting in less flickering, less strain on the eyes, and, of course, better views overall!
A demonstration of the shadow flickering in action, and looking into the distance after the upcoming patch! Another improvement in this patch addresses shadows cutting off when looking straight down. Previously, if you zoomed the camera in very close, you might have noticed the shadows forming a noticeable circular shape near the edges of your screen. This effect has now been fixed, making shadows appear much more natural and consistent, even at closer camera distances.
Old - Shadows are clipped from the edges.
New - Shadow clipping is fixed from the edge of the screen. As you can see, the shadows are no longer cut off around the edges, allowing you to capture those beautiful close-ups without the shadows disrupting the fantasy! We have also taken a look at the shadow cascade distribution and fixed the issue where it was unevenly distributed. Previously, shadow cascade levels were not distributed evenly, which caused the shadow quality to drop closer to the camera. This was especially noticeable on lower shadow quality settings. In addition, we have slightly improved the shadows of the trees’ flickering while the simulation is running and the sun is moving.
Old - Shadow cascades were not used effectively before.
New - Shadow cascades are now more evenly distributed, which significantly improves shadow quality. With these improvements, shadows should now behave more consistently, no matter the camera angle or distance. So, whether you are admiring your city from afar or zooming in on the smallest detail, the world should now look cleaner and more natural. Talking about trafficTraffic jams can be incredibly frustrating, not only in real life, but also in Cities: Skylines II. To make the traffic smoother and less rage-inducing, we have improved the vehicle behavior in a way that the vehicles will now make fewer illegal U-turns. Previously, the cost of a legal U-turn was 0, so it was always considered a valid option when it came to routing. We have now increased the cost significantly to reduce unrealistic legal U-turn behavior. We have also done the same for unsafe U-turns and increased the cost even higher. These adjustments should noticeably improve the car pathing, resulting in more realistic traffic behavior and less traffic jams within your city!
Highway with neater lane change behavior. In addition to U-turns, we have also adjusted the vehicle lane selection logic. Currently, the vehicles tend to switch lanes too late, which has also caused a lot of traffic jams. For this patch, we have improved the lane merges to be more realistic, so that the vehicles will actually change lanes at an earlier point. This should be especially noticeable with highway exit behavior being more realistic. These changes won’t fix everything related to the traffic behavior, but you should see a significant improvement. Bug ExterminationFor this patch, we have again taken a look at some of the bugs you have reported and terminated them. For example, natural resources were previously being depleted at a faster rate than intended on easy mode. This has been fixed in the upcoming patch, which means you don’t have to demolish your farms to get more bang for your buck! Speaking of resources, farms, and specialized industry, we have also prepared a fix for the stuck delivery trucks, which were unable to leave the specialized industry buildings to export and sell their stock, causing the cargo to pile up. Now, the trucks should properly leave the buildings, as intended. The Coal Power plants also had the same problem, where they couldn’t receive the resources they had sent their vehicles to purchase, since the truck would always despawn immediately. This has now been fixed, as well.
Last but not least, we have reviewed and prepared a fix for the education overlay, which previously showed all children as eligible students for elementary schools, even though in our latest patch, we changed it so that the toddlers will no longer go to school. The issue here was found within the UI, and after this upcoming patch, the education overlay will show the correct number of students for the elementary school. Into the Wilder YonderAs we’re heading towards summer, we are planning on releasing a major patch for you to explore and play with in June. We will keep working with the game throughout the summer, during which we will gather more of your feedback on the changes and the suggestions you have sent us. Before we get ahead of ourselves, though, let us know what you think about the upcoming patch in the comments! See you soon! |
| 21/05/2026 |
Greetings Mayors! Sini here, the Community Manager for Cities: Skylines II. In this City Corner, we will be talking about all things Community and really get into how community feedback continues to help shape the development of Cities: Skylines II. Over the past few months, we have been exploring new ways to communicate more directly with you through our new streams, social media, and community events. At the same time, we’ve been paying close attention to discussions happening across different platforms, like Paradox Forums, Reddit, Discord, etc., to better understand which topics, features, and improvements are currently the “most wanted” to you! Now, let’s dig in, shall we! StreamingLast month, we had our first official stream, hosted by Toadie and me, where we went through some of the changes and improvements included in our latest patch, Spring Cleaning! Ever since starting this project, streaming was something that we really wanted to explore, as it gives us an opportunity to communicate with you in real time and showcase upcoming changes in a more direct and personal way. Since then, we have had the pleasure of hosting three streams, and as you might have guessed, there is plenty more to come in the future! Streams have already proven to be an excellent way for us to connect with you. Not only can we show upcoming features and improvements, but we also get the opportunity to answer your questions, hear your immediate reactions, and simply spend time together talking about Cities: Skylines II. We think that the reception for the streams has been positive, and we’re having a blast! In the future, we want to experiment even more with what streams could offer. This could include deeper dives into upcoming content, developer-focused Q&A sessions, gameplay challenges, and potentially collaborations with content creators from the community. We are still trying new things and learning what works best for streaming, so as always, we’d love to hear your feedback and suggestions for future streams, and what you would like to see! In addition to streaming, we have dipped our toes into the world of Reddit. Last week, we hosted our very first Reddit AMA (Ask Me Anything), where we answered questions sent by you. To say that the response exceeded our expectations would be quite an understatement. We received over 600 questions in total, which genuinely surprised us, but also made us extremely happy! The amount of passion, curiosity, and detailed feedback you shared reminded us, once again, how invested you are in the future of this game. We wanted to take this opportunity to thank everyone who participated, whether it was by asking questions, reading answers, or simply following the discussion. We have already discussed how we can host more AMA’s and similar community events in the future, so keep your eyes peeled! We wanted to highlight some of the questions that we think more people would like to know the answers to:
If you missed the AMA this time and you haven’t had the chance yet, you can still jump into the Reddit thread and read through the questions and answers. Why is it important to usWe are actively lurking in PDX Forums, Reddit, Discord, and other social media platforms to see what you think about the newest changes we are planning to make, as well as what kind of things you would like us to add to the game. In fact, we have gathered a lot of suggestions and other recurring topics from you into a feedback / suggestions list, which we regularly review together with the team. A few examples of these suggestions coming into fruition include the hex code addition to the color customization tool, a historical toggle for buildings, and the ability to adjust the transparency of the new toolbar. This list acts as a guide when we are planning new content and improvements to systems that already exist within the game. One of our goals moving forward is to continue improving transparency and finding better ways to involve you in the process, whether that’s through streams, AMA’s, forum discussions, or other community activities. While not every suggestion can be implemented (replacing all citizens with dogs would be funny, but not something that we can prioritize, unfortunately), we want to create more opportunities for meaningful conversations about the game and where your expectations currently are. That being said, don’t be afraid to post your craziest ideas to the Paradox Forums’ Suggestions board, or our Discord’s suggestions channel! Looking forwardAs we continue the work ahead, community engagement will remain one of our top priorities. We know that there is still a lot of work ahead of us to bring Cities: Skylines II to its full potential, and your feedback continues to help shape where we should focus our efforts next. We are still experimenting with different formats and approaches, but overall the goal remains the same: to communicate more consistently, share more information about ongoing development, and create additional ways to engage with our team. As always, thank you for taking the time to share your feedback and thoughts with us, and we will see you in the next City Corner! |
| 05/05/2026 |
Hello Mayors! This patch should not affect mods, and loading of old savegames is supported. After our latest patch, we received a lot of reports about the long loading times that occurred when starting the game. Thank you again for your comments and patience while we were working on a solution! We have now prepared a hotfix that addresses this issue, which you can read more about below. Paradox Mods:
Misc:
Post-mortemWhen you started the game after the recent patch, you might have noticed that the startup loading times were a lot longer than in previous versions, especially if you had large amounts of mods active. Due to changes in the PDX Mods SDK, the way mods were loaded by the game added an unintentional side effect. To be more specific, the issue causing long loading times on startup was related to mods adding new entries to localization. When new entries were added, it caused reinitialisation of the whole PDX Mods platform within the game, which is a heavy operation. This caused CPU usage to spike on loading, and it was multiplied by the amount of mods that added new localization strings. Any mod that added new localization strings was affected, whether it was a code mod or an asset mod. We should have caught this in our testing, but our test set contained only around 100 mods. To make sure this does not happen in the future, we will increase this test set significantly and improve our mod testing in general. In the long run, we are also preparing steps to reduce the issues where new patches cause issues with mods. We will discuss this in more detail in our future City Corners.
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| 04/05/2026 | Hello mayors! We have worked on a fix for the long loading times if you play with mods, and we would love your help to get more data points. We have opened up a Steam-only Beta branch where you can test out the hotfix that we are working on. To opt in, you need to own the game on Steam, and follow the instructions on how to change your game version here and choose the 'loading_fix' beta option. This will start updating the game and will enable it. If you want to disable it afterward, swap back to the Default Public Version in the same menu.
If you have any more feedback after you have tested the branch, we would ask that you share it on our forum!
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The benchmark tool lets you check performance between patches, and is also handy for testing your graphics settings.
The new biomes offer even more room for creativity.
The old UI (above) and the new one (below), both being adjustable to suit your needs!
The Hydroelectric Power Plant should once again provide electricity to your city!


A quick look at the new, arid biome.
Even the colours of rocks transform according to the biome.
Bamboo is just one of the many new trees coming with the free patch!




Once you have defined your park district, it will show up as a green area within your city.
Want to plop Merry-Go-Round next to an office building? No problem!
Spinning Tea Cups and a Hippo Enclosure, representing the style of Amusement Parks and Zoos.
Memorial Sculpture and a Guest Lounge Cabin, representing the style of City Parks and Nature Reserves.
Following the Guest Feedback and Park Rating can help you in deciding what to do next. 


Some new eateries on wheels are included in the Instant Unlock and…
…one new ‘Emerald Estuary’ map! 



Waterway Pass
Lakeland
Tree LODs before.
Tree LODs after!
An example of the surface rendering before.
Surface rendering after the upcoming patch!
2 Left columns of windows are the new frosted windows, center column is standard windows, 2 right columns are the new Opaque windows.






































