- Loading time and performance update - 10 August 2026
Hi Cyberpunk builders!We are back with another regular update. I spent a bunch of time working out why starting out a new city or loading an existing one took a lot of time. It came down to how Unity loaded all of the different unique building models I created for the game. I'm happy to report that I was able to slash the loading time from 4 minutes to around 10 seconds!Here’s what changed:Previously, the game loaded every building model and its associated textures when entering a city—even if most of those buildings were not present in that city.Building models are now loaded only when they are actually needed. This substantially reduces the amount of work and memory required during the initial scene transition, while preserving all the visual variety of the city.This was a fairly significant behind-the-scenes change, so please let me know if you encounter:- Missing or invisible buildi…
- Organic building size, more art, and bugfixes - 26 April 2026
Hey Cyberpunkers!This update focuses on making cities feel more organic, with new commercial building art and a few important fixes.🏙️ City generationBuildings no longer all merge into larger structures in the same way. Now, only some buildings will grow into bigger ones, while others remain smaller.The result should be a more varied and vibrant city, with skylines that feel less uniform.Larger buildings also have a stronger impact on their surroundings than smaller ones, making city layout and density feel more meaningful.🎨 ArtCommercial buildings: Added 12 new commercial building models, covering both poor and wealthy districts.🐛 Bug fixesVisiting someone else’s city could incorrectly unlock an achievement. Is now fixed! Thanks to Letrenus for the bug report on Discord.Building metrics display: Right-clicking a building could sometimes show all of its metrics as zero during certain…
- Small gameplay tweaks, bug fixes, and performance improvements - 6 January 2026
Hey Cyberpunkers! I’ve just pushed a small patch focused on fixing some annoying issues, tightening a few gameplay mechanics, and improving performance in large cities. Nothing flashy — just making things work better and more consistently.Here’s what’s in:🛠 Bug fixesFixed an issue where the last tutorial step for wealthy buildings was showing an empty message (please report if it still acts weird).WASD controls are working again (yes, that one was painful 😅).Fixed the “View” button in news not bringing you to the correct map location.Fixed an issue where some level 4 buildings couldn’t be built on top of, even though they should have allowed it.🎮 Gameplay tweaks & balanceAirports now correctly decrease desirability for wealthy residentials and offices.Pantheology buildings no longer require road access — they’re meant to emerge in slums, after all.Tweaked the influence of Neuraltink…
- Developer live stream! - 4 January 2026
This is an experiment so let me know what you think about this!
- Developer live stream! - 4 January 2026
This is an experiment so let me know what you think about this!
- Bug fixes, art improvements, and gameplay tweaks - 3 January 2026
Hey Cyberpunkers! This update is mostly about polish, fixes, and a bit of cleanup across the game. Nothing flashy, but a lot of small things that should make the experience smoother and more consistent—especially in larger cities.Let’s get into it.🩹 Bug fixesLoading screens on non-16:9 monitors On non-16:9 aspect ratios, loading screens could partially reveal the scene behind them. This is now fixed by properly letterboxing the view with black bars.City ambient soundsCity construction sounds have been reworked: Volume was too loud; sounds triggered too early while still zoomed far above the city; sounds didn’t fade out correctly when zooming away. All of this has now been fixed.Large city update bug Some cities stopped updating after reaching a certain size due to a bug that could also cause crashes. Fixed.Mac Soynald news images News related to Mac Soynald could sometimes appear witho…
- Full localisation, major performance boost, a new organization, and more - 22 December 2025
Hey Cyberpunkers! It’s been a while since the last update, so this one is a big one. Some personal stuff slowed things down for a bit, but Skid Cities is very much alive — and I’m fully committed to bringing it out of Early Access (targeting 2027, or maybe even 2026 👀).Let’s dive in.🌍 Full localisation – 30 languages! Skid Cities is now fully translated into all 30 languages supported by Steam. This includes:UI and in-game textVoiceoversAchievementsThis was a massive effort, but I really wanted Skid Cities to feel native no matter where you play it from.⚡ Major performance optimizations I spent a lot of time profiling and optimizing the game:Reworked several shaders to be significantly fasterImproved loading timesReduced GPU cost in heavy scenesYou should notice a clear performance improvement, especially in large cities with lots of water surfaces and screens.🆕 New content: Pantheol…
- Neuralink will join your city, bugfixes and more! - 15 December 2024
Hey cyberpunkers! Here we are with another monthly update. Exciting stuff this month! A whole new organization that will populate the world, a bunch of bugfixes, and some performance improvements. 🧠Neuraltink enters your city Neuraltink is a global corporation specializing in brain augmentations. Its CEO may decide to build one or more huge offices in your city. When that happens, you will see that corporate offices will grow faster in your city. But beware! The unrest will also grow significantly. Bugfixes: 🩹 Layers on ultra-wide fixed. Thanks to Svexel from the Discord community for bringin this up. Should be fixed, let me knwo if it's not the case! 🩹 Some players reported that the FPS would slow down and decrease after some time that the same city was running. I think this may be due to cars, so I placed a hard-limit on the number of cars and flying objects in general. I hope that…
- New factory building art, VCR effect, OST, and more - 10 November 2024
Hey Cyberpunkers! I just released this month's update. I'm working on a bigger one that will introduce two new organizations from the world of Skid Cities. In the meantime: 🏢 New art I've added more variations to level 1 factories, so you should see fewer repetitive areas when zoning factories of level 1. By the way, I've modeled and textured live on my Twitch! ✨Building and loading effects I've added some subtle particle effect when placing down the buildings. I've also added some cool VCR-like effect when switching between levels. 🩹Loading bug I've fixed a loading bug where some cities stopped loading and/or refused to show some buildings. 📈 Minor performance gains I've tweaked the code and the art a bit and the game should run slightly faster (1 or 2 FPS compared to the previous version) Bonus:📻Skid Cities OST is now on Spotify! I've published the official Skid Cities soundtrack…
- Small bugfix and new art - 10 September 2024
Hey cyberpunkers! A quick release that I actually developed last weekend live on Twitch. This release: 🩹 Fixes some issues with the new level spawn systems. Some roads would not show up properly on upper levels, plus some performance gains were nerfed. Fixed now! 🎨 Added some a new variation to wealthy commercial buildings of level 4 This release was prepared live on Twitch! Check out and follow the channel to catch me live
- Big performance update + Mac fix - 4 September 2024
Hey cyberpunkers! I know you've been waiting for this for a long, long time. And it's finally here! A huge update entirely focused on performance. Plus, a much-needed fix for Apple silicon players. Let's get into it! 📈 Performance boost This is huge. In order to improve the frame rate of huge cities, I had to rewrite all of the inner workings of how the buildings of your city are spawned for each level of your city. As you probably already know, Skid Cities allows you to build your city on multiple levels: in the skies, on the ground, and in the depths of the earth. You can go almost infinite with the number of levels! And people have done it of course. It's easy to say in retrospect but levels are oh-so hard to keep in check in terms of performance. Before this release, I was using Unity's built-in hierarchy and tree to keep track of them. But it turned out, Unity would use up to 40%…
- Cinematic intro, voice overs, and bugfixes! Get ready to cyberpunk your city - 9 March 2024
Hey cyberpunkers! After a long period of inactivity due to personal issues, I'm finally back to working at Skid Cities. I'm very excited to finally be back in this world. I'm a solo developer, so every time something pops into my life, you will notice it. Anyway, I'm back and fully committed to keep working on this cyberpunk city builder until it's finished! I've worked on a small but almighty release, mainly starting from the feedback of the Discord community. This update includes: 🎨Opening Cinematic: Dive into the cyberpunk world of Skid Cities with an all-new opening cinematic, complete with voiceover! It sets the stage for your urban empire like never before. 🎨Voiceovers: We've brought life to tutorials and missions through original voiceovers, enhancing your gameplay experience with engaging narrative and instructions. 📈 Desirability Dynamics: As your city levels up, the desirab…
- Quick typo update - 22 October 2022
A quick update to fix a number of typos in the text content of the game. It's crazy how big the game got, for a solo developer: More than 1.600 unique text entries. Thanks to Kid Charlemagne in our Discord community for helping me spot some typos!
- The fast food update - 17 October 2022
Hey cyberpunk city builders! It's been a while since I was this excited about an update. With this release, your cities will now face 2 new organizations: KoKola and McSoynald's. Each of them may decide to join your city, opening structures and influencing its development. These organizations will be available on top of the 4 organizations already present in your cities: the criminal syndacate Yakuza, the social media conglomerate Bonfire, the muscle-augmentation world leader Theta Corporation, the eye augmentation research company Wajima. But let's take a look at the new organizations! Please note that, due to geopolitical history and trade limitations, some organizations will not be present in all of the regions of the world. Try out different Trade Authorities regions to try different organizations! KoKola The KoKola Company is the biggest manufacturer of carbonated drinks in the wor…
- Loading bugfixes and better sunsets - 19 June 2022
Hey cyberpunnkers! A quick bug fixing and adjustment update this week: 🩹Fixed a bug where some cities in the Low Lands of Great Florida were not loading after save 🩹Fixed a bug where some cities that had canals intersecting with natural canals were not loading after save 📈 Improved the sunset and daylight appearance for icy lands (Greenland Autonomous Zone for example), cold lands (Canada Trade Authority for example) and tropical lands (Low Lands of Great Florida, Arhuaco, and more)
- New art, bugfixes and more - 11 June 2022
The last few months have been challenging personally, so the updates have been scarce, I know. Hopefully, I will keep up a more regular stream of updates from now on. Let's start with this one! A very beefy update, lots of new art, performance improvements, and Quality of Life adjustments! Art 🎨 I've added more than 50 new variations for wealthy structures. You will now see a greater variety of wealthy residential, corporate offices, and rich commercial areas. I had a lot of fun creating these - I created more than 20+ new companies, logos, and advertisements that will populate your cities. To give you a sense, this is my city in the East America Trade Authority before the update: This is after it: It may be subtle, but with this latest update, it's much harder to see the same buildings over and over! Improvements and bugfixes I've added some Quality of Life adjustments that were reque…
- New buildings for the poor, bugfixes and more - 25 February 2022
Hi cyberpunkers! A quick update while I prepare a bigger one. A bunch of new art I've been exploring the thousands of cities that you all created in our persistent, global Skid Cities world. And I wanted to add more variety to them. So I went ahead and spent a bunch of time creating a lot of new variations of the residential buildings, as well as the factories and the commercial areas. This update involves only the poor areas. I'm working on doing another update dedicated to the wealthy part of your city soon. This new update brings the total amount of models in Skid Cities to over 300 - all modeled and painted by me! To enjoy it just update your game and load your existing city or load a new one. To give a sense, this is the same city before: And after: I hope that you will like and explore the new structures, as well as the new, cyberpunk companies that will populate your poor commerc…
- Whole world update + Wajima is in - 17 December 2021
A huge update this week! You can now build your city in the rest of the 2092 world - Asia, Africa, and Oceania are now available. Plus, a new organization will join your cities: Wajima, the eye augmentation corporation. To top it all off, a lot of improvements and bug fixes. Thanks to all of the players for the feedback, it has been amazing! Whole world update The Skid Cities's 2092 world is very different from our own. You can now build in 40 different regions in the world, from the coasts of Africa to the Australia Trade Authority. Due to the ocean rise events of the 2050s, the coastline is of course different. The national state is, well, obsolete. Every political entity now also sports a unique coat of arms. Every region has its own unique characteristics and - if you choose multiplayer - set of cities already built in it. I'm very excited about this update as it brings the game one…
- New models and bugfixing: Quick update - 9 December 2021
Hey cyberpunkers! A small update to address some bugs and remodel some buildings so that they look better and run faster. Every time you see me updating a building 3D model, know that I'm not only doing that for esthetic purposes: In the process, I also optimize the model so that it runs faster and does not slow down in big cities. Let's start! New model for the Camera nest The camera nest is the smallest police building you can set up. It will detect crimes and tag the perpetrators as criminals. It can be placed on top or instead of a stretch of road, making it useful at any level of your city. Of course, if the crime in your city is very high, it may not be enough. This is how it used to look: I really did not like it. The proportions were off, plus it was just not looking very good. But how to improve it? I came up with another concept for the camera nest, where the camera nest is a…
- Small bugfixing patch - 2 November 2021
Small bug fixing release! 🩹 Some cities were not loading anymore if Bonfire entered the city. Fixed! Thanks to Legdig for the bug report 🩹 Some cities were not loading anymore if the canals had a particular conformation, next to upwards roads. Fixed! Thanks to Legdig for the bug report 🩹 The physical map was not loading in certain situations. Fixed! Thanks to NotAUsername for the bug report 🩹 Exiting the drone mode gave problems while observing someone else's city. Fixed! Thanks to viroX for the bug report!