Cities: Skylines II
by Colossal Order Ltd. · 24 Oct, 2023
3,121 downloads
About the Game


Raise a city from the ground up and transform it into the thriving metropolis only you can imagine. You've never experienced building on this scale. With deep simulation and a living economy, Cities: Skylines II delivers world-building without limits.
Lay the foundations for your city to begin. Create the roads, infrastructure, and systems that make life possible day to day. It's up to you – all of it.
How your city grows is your call too, but plan strategically. Every decision has an impact. Can you energize local industries while also using trade to boost the economy? What will make residential districts flourish without killing the buzz downtown? How will you meet the needs and desires of citizens while balancing the city's budget?
Your city never rests. Like any living, breathing world, it changes over time. Some changes will be slow and gradual, while others will be sudden and unexpected. So while seasons turn and night follows day, be ready to act when life doesn't go to plan.
The most realistic and detailed city builder ever, Cities: Skylines II pushes your creativity and problem-solving to another level. With beautifully rendered high-resolution graphics, it also inspires you to build the city of your dreams.

AI and intricate economics mean your choices ripple through the fabric of the city. Remember that as you strategize, problem-solve, and react to change, challenges, and opportunities.


Cities: Skylines II lets you create without compromise. Now you can build sky-high and sprawl across the map like never before. Why not? Your city is you.


Your decisions shape each citizen's life path, a chain of events that defines who they are. From love and loss to wealth and wellbeing, follow their life's ups and downs.

Pick a map to set the climate of your city. These are the natural forces you'll negotiate to expand your city amid rising pollution, changeable weather, and seasonal challenges.
Screenshots
8 images
Version Information
Steam Patch Notes
Official update history
[img src="{STEAM_CLAN_IMAGE}/43753943/f68d2f25b91a2b05f7814bd03407c3a5752af702.png"]
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:
Fixed issue with saving old save games.
Fixed issue with saving custom maps.
[img src="{STEAM_CLAN_IMAGE}/43753943/92965030dcbebacc1fcb019437e3ddfe925d4fc9.png"]
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:
Fixed long loading times when mods are loaded at startup.
Misc:
Info and Warning level logging no longer print callstacks to log files.
Fixed a crash when loading a save game.
Post-mortem
When 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.
[img src="{STEAM_CLAN_IMAGE}/43753943/8b396e6f5fca5dc5c723cf1185bfe7436c387b7b.png"]
This patch should not affect mods, and loading of old savegames is supported.
After our first patch last week, we received a lot of great feedback from you. Thank you for all the comments and for pointing out the issues, especially regarding the lighting. Now we have prepared a hotfix, addressing the lighting and some other points you raised.
Visual:
Reduced indirect multiplier value back to the original value.
Global Illumination setting can now be enabled correctly.
UI:
Camera zoom now works when the color customization color wheel is open.
Development tree title text visibility improved.
Misc:
Fixed issue where Autosave setting state sometimes reset unintentionally.
Post-mortem
We want to go through how and why this happened.
The way we develop the game is by creating a branch to our version control for each new feature or a fix that we plan to make. These branches are basically separate workspaces, so every change or feature can be worked on in their own dedicated space without getting mixed up with other work going on at the same time.
With the previous patch, we had a branch where we worked on adding the new fog system driven by the simulation. On that same branch, we made minor changes to the visuals of the different climates and their seasons, weather, and night lighting. At the same time, shadow improvements were worked on in another branch, and a development value related to indirect lighting was set to a high value to make sure we remember to go through and correct it later, once it’s been merged with the other visual changes. Eventually, this development value in indirect lighting got shipped with the previous patch unintentionally.
Unfortunately, we combined these changes in the wrong order. We had already made the biggest visual polish check on the game before the shadow changes, which meant that the incorrect value simply slipped through our fingers. Our focus was on testing patch stability, game balance, and performance at this point. We are now making changes to our processes to make sure we also catch these kinds of visual issues, even if they come up at the end of the development cycle.
Thanks for reading! We will continue working on Cities: Skylines II, and as always, keep the feedback coming!
[img src="{STEAM_CLAN_IMAGE}/43753943/baa6e36eba8912575a1a1172c23f89130dc24ab2.png"]
Hello Mayors!
Thanks for all the reports related to the disappearing UI, and we're happy to say that we've now released a hotfix in 1.5.3f1 to fix this!
Patch Notes:
Fixed an issue that caused Code Mod UI elements not to load in-game.
If you have anything that you want to report, please post a thread on Paradox Forums at this link:
https://pdxint.at/CSIIBugReporting
. It's the best place for us to gather all the information that we need to fix it and improve the game.
Current Release
23468665
Uploaded Jun 07, 2026
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System Requirements
How to Install
Cities2.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
86.0 GB
23468665
88F7F5A9
88357a2718932fcd58ad01365935c761e6d43679c6f7acace79cc38ee295a15d
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