About the Game
New Cycle is a city building game with focus on survival. After an apocalyptic series of solar flares, human society has been thrown into disarray. Establish a settlement and develop it all the way from humble beginnings to industrial metropolis.
Build and expand your settlement using free form or grid-based design. Seek, gather and produce new resources to advance your civilization. As you develop it further, you will re-discover the more advanced and complex ways of the past to produce goods on a large scale.
This hostile world will challenge you with sand storms, shortages, wildfires and other natural disasters. Be prepared and always ready to act quickly. But nature isn’t the only thing to worry about: Refugee crises, unrest, disease outbreaks – the list of challenges is long. You will have to make crucial decisions, many of them painful, to avert the downfall of your civilization.
Take care of your people’s basic needs. Distribute food, water, tools and clothes and regulate their daily work schedule. Enrich their life with entertainment, prevent diseases and improve your people’s health by providing medical facilities. With every new member of your community you get closer to re-discovering the forgotten technologies of the old world.
As your settlement develops into an industrial city, running on fuel and burning coal, a whole new level of productivity opens up to you. Mass-production, automation, factories feeding factories via complex systems of conveyor belts. Modernize your workforce by training your people in these specialized tasks.
Each era has the potential to improve your production as well as the lives of your people, giving you access to numerous new buildings. As your settlement develops into an industrial city, running on fuel and burning coal, a whole new level of productivity opens up to you.

Explore your surroundings to find places of interest and untapped resources. Build outposts to make them accessible to your people and establish a train network to transport them.

The year is 2073. After an apocalyptic series of devastating solar flares, human society has been thrown into disarray. With the technological advancements of the past almost completely lost, the remnants of humanity now struggle to survive. But, even in this desperate world, one thing remains true: As one era ends, another era begins. It is time for a new cycle.
Establish a settlement and develop it all the way from humble beginnings to industrial metropolis. Ensure the survival of your people against all odds. Remember: There is always hope. And our greatest achievement is yet to come…
New Cycle – There must be a future beyond survival.
Screenshots
16 images
Version Information
Steam Patch Notes
Official update history
Hi everyone!
We’ve implemented a series of improvements, including fixes and enhancements based on community feedback—particularly regarding end-game content, save/load functionality, and the latest content updates.
The detailed feedback you’ve provided shortly after we release new content is invaluable in helping us improve the game and the process. Thank you for your support and patience!
[img src="{STEAM_CLAN_IMAGE}/43165427/5f69b2795c39b38704016833f42b11806ea538a7.gif"]
Important Fixes
Bugs have been fixed where negative effects (Mental Stagnation, Unsanitary Condition, Flu etc.) caused by certain conditions after saving or loading could not be properly removed, even when the necessary conditions were met.
An issue where certain ambient sound effects were playing incorrectly (in the wrong locations and at high volume) on some maps has been fixed.
A set of improvements has been made to the endgame rules. In particular, the issue where players who built the Bunker structure up to level 10 encountered endgame triggers too late has been resolved.
“Development” could not be completed properly after loading in some sessions has been fixed
Bug that caused the selected product to change after pausing in production buildings has been fixed
The problem of the combine harvester not being removed even if the structure it belongs to has been destroyed has been resolved.
The issue with upgrading squares to their next-tier versions has been resolved.
Fixed an issue where the title text was not displaying in the Save/Load lists for the new “Northern Meadows” map.
“Northern Meadows” The issue where some stones and rocks remained suspended in the air after the surface leveling process has been resolved.
Improvements
In all production facilities, the list view located to the left of the main UI component—which displays the raw materials or intermediate products required for this production—now functions correctly for products with alternative production formulas as well.
[img src="{STEAM_CLAN_IMAGE}/43165427/313a2b35d69a1f33f33b08e2416a4c76d1d3c8f0.jpg"]
The component that indicates the placement area for structures or props to be built on the squares has been ensured to function correctly on the inner surfaces of the squares as well.
[img src="{STEAM_CLAN_IMAGE}/43165427/67e9f65d2c2db454f5c2ce9fbcc1f8f22d779f08.jpg"]
It has been ensured that by-product outputs are displayed correctly above the production facilities in the 3D environment
Tier-II Roads now generate the same bonus value as specified in the description text.
The barn's electricity requirement was reduced from 260 to 110
The space that acts as a boundary for the placement of the community kitchen structure has been adjusted.
The issue where some variants of the “Small Lumber Pile” problem remained partially below the surface has been fixed.
The sound effects for the Processing Yard structure have been adjusted. The smoke and flame visual effects, which were not working in some cases, have been revamped.
Scale improvements were made to the collision components that determine the tire contact points of vehicles on squares, intersections, and other road surface elements.
After pausing a production facility, the issue where the UI elements of another selected production facility were displayed in a “gray” shade—indicating a paused state—has been resolved.
A number of improvements have been made to the birth rate calculation method; in particular, the impact of the absence of “vacant homes” has been increased to suppress the birth rate in densely populated cities.
Hello everyone!
We're happy to relase another update, this one focuses on innovations in city planning & placement tools that are easier to manage and more suitable for expansion, new road components and system changes, as well as a series of improvements and expansions to our existing mechanics.
As with earlier updates, we have added a number of new structures, a new playable map, new environmental components and logistical units.
[img src="{STEAM_CLAN_IMAGE}/43165427/f8c1eb115740fb6906a6c4d51413325d0bcab0af.gif"]
These are the main highlights:
Road network and new operational principles
New components that will act like roads (Squares)
New variants of the Highway Precursor
Early stage, animals-based freight system (Horse Carts and Pack Horses)
New Map and a series of building and building case changes
New Road Contributions and System Changes
All ‘square’ Props will now act as ‘roads’ in addition to their aesthetic ground function. If you build a square that connects to your main road network at any point, or build a road segment that continues the road network on top of a square, that square will function as a component that meets the road requirements of all structures built on it.
We have added three different scale ‘soil’-based plaza options with a more primitive and unpaved appearance to the Cobblestone and Cement plaza options, which are also accessible much earlier in the game.
[img src="{STEAM_CLAN_IMAGE}/43165427/9059a56a2eda1e4a94c31b87257b1d611579668b.gif"]
GIF: Newly constructed square that shares its connectivity status with each other and neighboring road networks
Once squares are connected to the main road network, they will be able to share this connection effect with neighboring squares or other roads.
With this change, we wanted to support players with an easier alternative, especially in meeting the absolute road connection needs of each structure. We aimed to prevent players who use free-form structure layouts or prefer more frequent and contiguous city compositions from being hindered by road mechanics and to break the feeling of boredom that the road construction mechanics, which can become tedious in cities reaching massive scales, can create.
New Road Contribution Calculation Subsystem
Roads that facilitate access for the workforce in production facilities to the necessary raw materials/products and storage points will now offer road bonuses at different intervals based on the construction materials used and the level of development.
We have added a new road network performance measurement method due to the challenges in measuring which material each road connection is made of from one point to another in terms of performance, as cities can reach massive scales. This system will calculate the percentage of each road type in the city's entire road network and calculate a general ‘road contribution’ accordingly, which will be reflected as a universal value in all structures connected to the road network.
[img src="{STEAM_CLAN_IMAGE}/43165427/d7bb6c5951acea5d737b6fb10d3608166407f01e.jpg"]
Accordingly, we now have a new UI plugin that allows you to see a general summary of all roads in your city, showing what percentage of each road type your city contains and, based on this, the universal contribution score range. This component can be used universally in the window that opens when any road in the universe is selected.
The new system is based on what percentage of all roads in your city are of which type and operates with an average value multiplier in a variable structure.
The basic working range and values are as follows:
No Road Connection: -30 WorkForce (Same as it is).
1%-100% Dusty Road (If your entire road network consists solely of dusty roads or soil squares, you will receive a +3 workforce contribution for all buildings)
50-100% Cobblestone (If your entire road network consists solely of cobblestone roads, you will receive a +6 workforce contribution applicable to all buildings)
50-100% Paved Road (If your entire road network consists solely of paved roads, you will receive a +10 workforce contribution applicable to all buildings, also provides a +5 Efficiency Bonus to Tier III structures. )
Whichever type of road is most common in your city will provide the overall effect.
We aimed to make the role these fundamental components play in the game flow more meaningful by offering a slightly more realistic contribution to pedestrian transportation based on the level of development.
New Early-stage Lite-Load System and Avenues (Highway Precursors)
While it was quite exciting for us to transition to meeting the transportation needs arising from the powerful production capacities of industrial production facilities by establishing a transportation network consisting of trucks using diesel engine technology developed in the late stages, equipping an existing city with a road network suitable for trucks can be a real problem.
To solve this problem before it arises, we added a new type of primitive roads and intersections that can later be upgraded to ‘highways’.
[img src="{STEAM_CLAN_IMAGE}/43165427/91380345d2442fe267771e6a7d128674d2b9be27.jpg"]New Component : Highway Precursors - Unpaved Avenues
These early-stage wide roads, which trucks could also use in the future, were not aligned with New Cycle's goal of building a vast universe, as they were left as partially ‘dead zones’ used only by pedestrians until appropriate improvements were made. For this reason, we are including horse carts and pack horses in our game. Besides, who doesn't love horses? ^^
Listening to community feedback, especially regarding the inconvenience of building new road networks in later stages, we made some changes to our master plan (creating a universe rapidly evolving into a dieselpunk theme). We hope you will enjoy the animal transportation and early-stage load-balance mechanics, which we did not plan to include in the original game content. (We also plan a more detailed infrastructure expansion covering tools for animal husbandry, breeding, management, and assignment, etc., allowing you to create and manage your live animal stock through a special mechanical network without the hassle of micromanagement.)
[img src="{STEAM_CLAN_IMAGE}/43165427/f41f7f80d9a20af185eb0f87cc311e3017fc086c.gif"]
This new mechanic will serve as a somewhat simpler predecessor to the primary cargo mechanic you will manage with trucks in the late game. Cart Yard structures will provide adjacent production facilities with a certain amount of efficiency and workforce bonuses. This transportation support, provided by two horse-drawn carts, has been added to the system as a feature that facilitates the movement of goods from one location to another using the existing workforce.
In this context, we have added Horse Carts as a new transport unit with 5 different horse types and 8-10 different Cart model types. Currently, the first-person control option is not available, like for trucks and boats, but we plan to add it in the future.
We are also planning a new sub-mechanics pool for managing live animal resources in the universe with the participation of horses. In the future, we have planned a more detailed sub-expansion where we can manage topics such as animal production, production facility efficiency based on animal numbers, etc.
The number of structures that cart yards can serve is naturally limited. Players will be able to choose which neighboring production facility they want to serve.
Early-level wide streets will help you operate your city's basic settlement plan in a more future-ready and easier-to-manage way.
These new road components can be upgraded to ‘Highway’ components that resemble them in form once appropriate upgrades are completed. (All road segments and intersection components built by the player)
The motor vehicle and livestock-based transportation system was linked to ‘regulation’ by being fictionalized in a way that they cannot work together at a certain point depending on the city's level of development, and one new task text was added under this heading.
[img src="{STEAM_CLAN_IMAGE}/43165427/1ff37d5ffd2a36cb182b77a12fc4b080eeffaa18.jpg"]
New Building Variants and Visual Updates to Existing Buildings
We have added new House I variants to the universe, represented by three different models.
Two different 3D cases belonging to the Tall Shack Structure have been added as House I variants.
[img src="{STEAM_CLAN_IMAGE}/43165427/508849e77cde72d4543c1cb4ebb5da569c008621.png"]
We have made various changes and improvements to a number of our existing structure models. By refining these models, which were created in the very early production stages of the expanding and evolving New Cycle universe, we have strived to bring them closer to today's standards. In doing so, we have focused on enhancing the visual appeal of early-stage structures and contributing to the overall artistic quality of the universe.
[img src="{STEAM_CLAN_IMAGE}/43165427/a71e66af8913daaba981a9ab352b9bf158983719.png"]SheepYard I: old->new
[img src="{STEAM_CLAN_IMAGE}/43165427/2a0610803504f7157e3831524fa9f99d4991665c.png"]Barn I: old->new
[img src="{STEAM_CLAN_IMAGE}/43165427/bbc7201ad6a0c45ef7fc8c14d33325fbbd076de1.png"]Fisher I: old->new
[img src="{STEAM_CLAN_IMAGE}/43165427/2f07eaef89ac4ebd94721be896d4b05df9a59343.png"]Metalwork I: old->new
In this way, we have strived to enhance the visual appeal of early-stage structures in particular and contribute to the overall artistic quality of the universe. In line with this, we will continue to make improvements gradually and strive to raise our overall appearance bar one step further with each update.
New Playable Map Variant
We have added a new terrestrial map, interpreted to be close to the characteristics of northern latitudes, to the existing options.
This biome example, with a high overall resource volume and abundant, fertile areas suitable for agriculture and animal husbandry, is designed to be relatively easy to moderate difficulty, capable of supporting a high population.
[img src="{STEAM_CLAN_IMAGE}/43165427/21c1b600acd339ba060419e308546b3dee4332b8.jpg"]
New Feature: New Town Ambient SFX
To better reflect the atmosphere of cities and settlements, we’ve added a set of outdoor ambient sound effects to the game world that operate according to specific rules.
This new sound effect, which operates based on elements such as the city’s population, the physical distribution of the settlement, and the camera’s distance from the ground, aims to organically incorporate general crowd noise and city background noise into the gameplay.
Fixes, Balance, and Changes
The entire Road placement system background has been redesigned and extra control points have been added.
Fixed a bug where some roadside structures in extra large cities would remain suspended when there was no road.
Fixed an issue where icons showing universal effects in the Worker UI panel would accumulate and overflow from the UI panel.
All water surface reflection features have been reset to start disabled by default. This feature can be manually re-enabled in the Settings tab for ‘ultra’ use.
Fixed a collision warning that occurred incorrectly when building a road or structure at the same location after deleting a ‘Fence’ unit.
Fixed an issue where the Tier III Mine structure's casing was not visible in some cases.
Fixed an issue where the detailed components of the Tier I Mine structure's casing were not rendering.
Fixed the incorrect positioning of ‘burning structure 3D assets’ in the universe that could occur during FPS drops.
Fixed components of certain structures that could extend beyond their placement areas at specific angles and act as blocks for building roads or other structures.
The farm structure garden, designed as a walkable free zone, was operating at a 90-degree incorrect position; this has been fixed.
In the universe, especially in snowy weather, the ‘trace’ system produced by objects on the ground could sometimes clear snowy ground in inconsistent areas quite extensively; this has been fixed.
The issue of grass, trees, and rocks remaining on the surface after road construction has been resolved.
The distance setting for ProcessingYard main structure and processing pool sound effects has been corrected.
The distance setting for sheep sounds has been corrected.
The open sea sound effect and blending feature based on camera position have been redesigned.
The issue where the outline effect of the Covered Stack City probe was not visible has been fixed.
Following the introduction of a new load system support that increases production efficiency for Tier I and II structures, a series of updates were made to all production formulas.
Production formulas for Tier III production facilities have been partially improved to maintain balance in the face of changes in their predecessors. (This is not the final version.)
Improvements have been made to the tin ore and tin ingot production formulas.
A slight improvement has been made to the age-related natural death rate, resulting in a rational balance improvement in cumulative death values.
The locations of Crop Rotation and Divided Layer Enhancements have been swapped
The Glass product has been removed from the ‘Builderden’ structure's wish list
The ‘Pottery’ product has been moved under the ‘Vocational Training’ development.
The ‘Sand’ resource has been moved under the ‘Building Static’ development and made available in the early game.
The ‘Glass’ product has been moved under the ‘Mine Surveying’ development and brought forward to an earlier phase.
Fixed the issue where a light cloud appeared at the top of the lightning rod structure when it was disabled.
The lighting issue causing excessive surface glare in the inner courtyard of the Diesel Generator structure has been fixed.
A series of text errors, primarily involving structure names, have been fixed.
Upcoming: New Aesthetic Subsystem Expansion
We planned to include this aesthetic component in this update but were unable to complete it in time, so we will try to release it asap, ideally next weekend.
We are adding a new small subsystem to enable a more organic creation of the early-stage universe view and overall city atmosphere. This new subsystem activates autonomously after the first-level ‘residential’ structures are built. Over time, the structures will make small design touches to their surroundings with a series of different 3D objects, controlling several parameters such as their location, the presence of road-facing facades, and the suitability of neighboring structures' sockets, etc., in order to better simulate the normal flow of life and visually reflect it to the player.
This new system will operate without placing extra load on the game's main flow in terms of performance. It will spawn awnings, ropes or cables connecting buildings, suspended structure floors connecting two suitable buildings, props adjacent to the walls of the living area (crates, barrels, stools, various tools and equipment) adjacent to the walls of the living area, and certain plant types (shrubs, bushes, and ivy) depending on the biome conditions.
[img src="{STEAM_CLAN_IMAGE}/43165427/3457aed92a1bb1a3ca5c88950550be4e4044a2cb.jpg"]
Additionally, thanks to our new universal fabric shader, which we released for the first time in the previous major update and which can react to wind and weather conditions, we have the opportunity to diversify our settlement elements.
We have created a series of new forms by placing our ‘tent and canopy’ add-ons, which we believe will significantly contribute to the early-stage settlement appearance, in suitable locations on some primitive structures.
We have also prepared a series of deployable city probes derived from tents and their variants and are preparing to make them available for use as aesthetic elements.
We hope to be back with more good news soon, and we are grateful for your continued support and encouragement!
Hi all,
Thank you for the positive reactions to our latest update! We follow up with a small hotfix, see the details below:
[img src="{STEAM_CLAN_IMAGE}/43165427/2cb8c591882e25eaf474374dc10304844114eda9.gif"]
\ The proportionality of the ‘standard wind breeze’ sound effect, which works proportionally to the distance from the ground in some biomes, has been re-adjusted.
\ In some cases, raw materials and products that have not yet been ‘developed’ and made available for use were not displayed faintly on the relevant production structures UI, but only showed a ‘?’ sign. From now on, raw materials and products that have not yet been developed at advanced levels can be viewed within UI as a ‘preview’.
\ The issue where ‘draggable’ UI components on the region map screen did not work correctly has been fixed.
\ The ‘Cycle development’ notification was not displaying correctly on the Region map; this has been fixed.
\ When a structure containing animals was destroyed by the player within a pasture structure, the animals' return to their structures could be delayed; this has been fixed.
\ The renderer feature for one of the rear left wheels on NPC trucks was disabled; this has been fixed.
\ The effect enabling the interaction of drivable trucks with grass was too powerful; this has been fixed and readjusted.
\ The resolution values of the system component that calculates the tracks created by vehicles, animals, and NPCs moving on snow, sand, or other surfaces have been increased on all maps.
\ The conditions for the existence of ‘Sheet Fence’ and doors associated with this fence type in the universe have been readjusted. These entities are accessible with the Cycle IV ‘Divided Layers’ development.
\ In the Settings tab, the error that occurred when closing the ‘LUT’ settings window without making any selections has been fixed. This window allows you to change the final visual appearance of the universe using different color palettes as desired. Additionally, a close button has been added to this window to exit without making any changes.
Hello everyone!
As part of our new policies aimed at more frequent content releases, we are back with a rather mid-sized patch: This update, which includes a series of changes to the core production mechanics, advanced structures that enable new alternative formula production, and a number of other innovations, provides a structure that deepens the functions of the universe (without leaning towards micro-management) and makes organic resource production more suitable for the late game. (We were not able to finalize the russian localization for this update yet and will deliver it as soon as possible)
[img src="{STEAM_CLAN_IMAGE}/43165427/f3aa136991230473462be65936454e3645b4ee03.gif"]
Game mechanic changes
We’ve introduced a set of refinements and systemic changes to several gameplay elements that directly impact gameplay, with a stronger focus on precision and player control.
Production efficiency is now directly tied to terrain quality
We have reworked the operating logic and efficiency calculations of buildings that produce based on soil conditions and near-surface resources. Previously, agricultural production buildings such as Farms, Kaleyards, and similar structures relied on predefined, point-based resource indicators located in biome-specific fertile zones.
This system has been completely removed.
In its place, we have introduced a new terrain-driven backend that reads the biome surface directly. The new model evaluates the ground cover textures of the terrain and applies at least 12 different efficiency variables to determine a building’s actual production capacity.
This allows us to simulate a much more organic and realistic production model—where barren land, gravel-heavy ground, and lush green surfaces naturally result in different output levels.
In early eras, primitive production buildings are heavily affected by surface-based efficiency values. As you progress into later eras, newly unlocked technologies—such as advanced production facilities, alternative production formulas, and mechanized farming—allow buildings to operate with a higher and more stable production capacity, becoming partially independent from raw surface efficiency.
[img src="{STEAM_CLAN_IMAGE}/43165427/193dc472e368cdc7e1b85f3e78f9076fa467d788.gif"]
*New, terrain-based efficiency output computation and UI presentation*
This new system has now been fully rolled out to Pit I and Pit II.
Previously, the Pit’s production model was completely independent of terrain conditions, allowing Stone, Sand, and Clay to be extracted at equal efficiency from just below the surface, regardless of where the building was placed.
With the new system, these three raw materials are now tied to terrain-compatible resource beds. Depending on the surface composition, a Pit can operate with higher or lower efficiency for each material.
Pits placed on rocky, steep surfaces now enable significantly more efficient Stone extraction, while built on dry, barren, vegetation-free terrain will perform better at Sand and Clay production, depending on the surface texture.
This new system does not have sharp boundaries. You can still do some farming even on the most barren patches of land, or even pits that have not been built on rocky surfaces can produce some stone on green terrain. Just like in the real world, common resources tied to the land can be found everywhere, but the main question is how much effort it will take to access them and whether we will consider it worthwhile.
This choice is entirely up to the player. Additionally, new regulations have been added that slightly improve location-based productivity, such as ‘aggressive irrigation’ and ‘soil rehabilitation’, but can also lead to different outcomes.
Below is the full list of buildings updated with this system, along with brief explanations of how each one is affected:
Farm
Kaleyard
Orchard
Barn
SheepYard
Apiary
Pit
Quarry
New Minor Side Mechanic
We are introducing a new building form for production support. A building has been added that can be constructed to designate ‘pasture’ areas directly related to animal husbandry. (Only Early Stage buildings)
This new building type has a secondary role that aligns with realistic asset justification. When raising livestock in primitive buildings such as Barn I and Sheepyard I, you can optionally allow these buildings to utilize a pasture, enables production with higher efficiency.
However, each pasture can support a certain number of production buildings, and as the number of structures sharing the pasture increases, the ‘efficiency’ bonus obtained from it is distributed proportionally according to the number of structures. In addition, the location where the pasture is placed is calculated according to the new land-based efficiency system, creating the total bonus value that the pasture will produce. Advanced industrial livestock structures cannot use pastures, but they make it possible to achieve higher production volumes in smaller areas with new animal feed mixtures.
For the near future
The following feature is planned for the next update to integrate new Terrain-Based system more meaningfully and deeply into the game flow and place it at the heart of one of the fundamental environmental struggles of its universe.
Declining efficiency in soil-based organic production over time Calculated based on location and soil composition, efficiency will decline over time due to factors developing in parallel with the main story (For campaign) and intensive agricultural activities, causing the soil to lose its fertility. This change will occur at different rates depending on Biom types and certain regulations chosen by the player. We are planning a series of sub-mechanics and developments to support the struggle for survival against this change by choosing between advanced technological solutions and applications. This late-game problem-solving flow has not been added to this update content as of today, as it requires the presence of ‘chemicals’ and some sophisticated technological adaptations in the universe.
New Buildings And Vehicle
[img src="{STEAM_CLAN_IMAGE}/43165427/bfa4972e92316ed419af84581883b78741519d47.gif"]
A series of new structures, primarily for agriculture and livestock, or advanced versions of existing structures have been added. The 3D visuals of two existing structures have been re-modeled and updated.
[img src="{STEAM_CLAN_IMAGE}/43165427/68929e90b39801a3710f09c3c7e74113617e10a4.png"]
Barn II - Cattle Feedlot: Advanced livestock farm, unaffected by land and weather conditions.
Farm II - Industrial Farm: a facility that offers the ability to practice agriculture using both traditional methods and advanced machinery.
All models, textures and animations of the Cow family have been renewed. Additionally, at least 4 different skins have been added for each individual.
New vehicle - Combine harvester : An advanced motorized land vehicle equipped with a mechanical plow and specialized harvesting components.
[img src="{STEAM_CLAN_IMAGE}/43165427/6249c81b413f547a2ac39a1782b4c5addd260a37.gif"]
Kaleyard II - Industrial Kaleyard :A production facility that enables more efficient vegetable farming with its advanced infrastructure, such as automatic irrigation and pesticide injection systems.
SheepYard I - Sheepyard: A production facility for sheep herding in its simplest form. Productivity varies depending on the terrain. Adequate pasture support increases productivity.
[img src="{STEAM_CLAN_IMAGE}/43165427/34ba456bd650b3516cf40a38a376d024e6aaa51f.gif"]
SheepYard II Sheep Fedlot: Advanced Sheep farm, unaffected by land and weather conditions.
Pasture : A designated grazing area used to support livestock husbandry. Can sustain up to five nearby sheepyards or barns simultaneously. Efficiency bonuses vary depending on terrain location.
[img src="{STEAM_CLAN_IMAGE}/43165427/0ae546e742408de793a0956202412bb8a70116b0.gif"]
New raw materials and products
Wool : Raw animal fiber obtained from sheep. Used in textile production and advanced manufacturing.
Feed Pellet : Compressed feed pellets produced from a balanced nutrient mix, used in advanced livestock facilities. Improves efficiency and supports high-density farming
New Meat formula for Sheepyards and Sheep Fedlot
New Diary formula for Sheepyards and Sheep Fedlot
New Meat Formula for Cattle Fedlot
New Sub Formula For Grain
New Sub Formula For Clothe
New Sub Formula For Fabric
New Props
Metal Plate Wall
Construction site and scaffolding (Postponed)
Minor change:
A series of changes and improvements were made to the system showing the interaction status with ‘service buildings’ that can be accessed nearby during the placement of residential buildings.
We attempted to resolve this fundamental issue of differentiation, which was frequently mentioned in the community's feedback, by striving to present visual feedback in the simplest and most understandable way possible without causing excessive UI complexity.
[img src="{STEAM_CLAN_IMAGE}/43165427/ee2949539bd3063a2d3120e6343fb0e6b5b0ad5b.gif"]
New Service Provider Connection Check and UI Presentation
Minor effect expansion:
During open-field livestock activities and pasture use, lightning strikes may occur as environmental damage. This situation will result in the death of animals, and the relevant structure will suffer a negative impact in the form of a temporary loss of productivity.
This situation does not occur in advanced structures that carry out closed livestock activities or in primitive structures under lightning arrester protection.
[img src="{STEAM_CLAN_IMAGE}/43165427/f1b079b7c83a0c4766f6bead0bb1118616f9ab11.gif"]
Fixes and improvements
Fixed the issue of the building inventory list for cycle transition was being randomly refreshed after saving/loading.
Fixed: Advanced ‘Bronze Ingot’ production was incorrectly displayed on the Conveyor Belt requirements UI.
After Cycle V, in line with the overall level of development, point-based disasters such as fires and lightning strikes will no longer cause negative bonuses affecting the entire city.
In some cases, holes in the working area belonging to ‘Pit’ structures that were demolished by the player could remain without the terrain being flattened, this was fixed.
In the shadow generation methodology for the entire universe, a series of changes were made to improve performance by affecting the calculation layers and pixel density.
Some surfaces (field floors, cement roads) experienced a strong light effect caused by excessive reflection in the dynamic tracks and puddles that formed on them during rainy weather. It was readjusted.
With the participation of new advanced production facilities, a series of adjustments and changes were made in livestock-based meat production.
To properly support the new animal husbandry production cycle in the early stages of the universe, the number of ‘herb’ source locations across all active maps and the harvestable volume of these sources have been increased.
Updates have been made to some bush models and to the settings for illumination, surface, and subsurface reflections.
The issue of the lightning arrester building's visual appearing too early during the construction phase has been resolved. The visual of an incorrectly positioned electrically charged cloud cluster at a specific height on the same structure has been fixed.
A series of changes and improvements were made to the color change system and color palette of plants that are affected by seasonal transitions.
The issue of the Tier II Mine structure's casing not displaying correctly has been resolved.
‘Barn’ structure was moved up two levels in the development tree and linked to the ‘Crop Rotation’ development. (Moved from cycle 6 to cycle 4)
‘Dairy’ and ‘ToddlerFormula’ were also moved from Cycle 6 to Cycle 4. Instead of the same development as the barn structure, these products were linked to the development of a ‘tin-plated electric oven’ to better reflect the processing requirements and the actual flow of work in real life.
‘Industrial Kaleyard’ Cycle V development group has been added to the development of pressurized systems. This stage has been set as the appropriate connection point for technologies such as time-controlled irrigation or spray pesticide infrastructure.
Changes have been made to farm production formulas. With the introduction of advanced industrial farms into the universe and the availability of mechanized farming, the output of primitive farm structures has been reduced slightly. Production costs were also recalculated with the intention of maintaining balance.
Minor corrections and adjustments were made to the 3D visuals of various structures.
Changes and improvements were made to the wind-dependent movement-based responses of large-scale trees.
And more on the way!
We would like to thank our entire community once again for your patience and support, stay tuned for further insights!
[img src="{STEAM_CLAN_IMAGE}/43165427/6ddecc4b7e129664bf4900b01170b9c033028f90.gif"]
Hello everyone! Another day, another patch:
Main Updates
We have made a series of significant improvements to ensure both instant rendering costs and the seamless processing of large workloads that can accumulate over long sessions.
With performance and optimization as the main goals, this update covers improvements in key technical areas such as real-time graphics card processing capacity, VRAM usage patterns, and balanced CPU load distribution. It also contains solutions to bugs and issues that directly affect gameplay and that we can easily focus on thanks to your quick feedback.
All these steps have been implemented without any reduction in content or lowering the quality standard of existing visuals. We were preparing and waiting to utilize certain technological capabilities included in an upcoming game engine update. With the recent release of these new infrastructure components, we worked to deliver these improvements early through a rapid refresh and refinement process. We hope to make gameplay and your experience more enjoyable and smooth.
As with content and gameplay, our community is our biggest source of feedback when it comes to performance. That's why your feedback and reviews are very valuable to us, we thank you in advance for your time and support.
\ In sessions lasting 10-15 game years without logging out and back in, it was discovered that a cleanup component responsible for properly managing the graphics card's VRAM capacity was not functioning correctly, and this has been fixed.
\ Compression was performed on some shaders using new methods. This directly contributed to graphics card performance.
\ The processing methods for some textures during runtime have been modified. The required VRAM capacity has been reduced for crowded city views with extensive building inventories.
\ The ‘Surface Layers’ view, accessible via corresponding UI buttons, now also activates the icons and minimap view of the relevant source.
\ Volumetric clouds were detected to be operating above the assigned resolution value. This was reworked to prevent unnecessary performance loss.
\ Reducing the installed directory size from around 10.4 GB to 8.7 GB.
\ The issue where some textures appeared in low quality at close range after Texture Streaming experienced problems during long gaming sessions has been fixed.
\ Bug affecting memory usage in the infrastructure system that enables the wetting of surfaces and the generating of the raindrop effect, has been fixed.
\ The settings tab labeled ‘Terrain Details’ in the General Settings section, which controls the density of details covering the terrain surface such as grass, small shrubs, or rocks, was not functioning as intended. This has been fixed.
\ When upgrading certain structures to Tier III, the ‘ Freight capacity requirement ’ was not being correctly applied and warnings were not being displayed, including in the Structure UI panel. Fixed.
\ In the advanced distillery structure, one of the ‘beverage’ production sub-formulas was not outputting results; this has been fixed.
\ The Clothing factory's ‘Workwear’ product output was not functioning correctly; it has been fixed.
\ The ‘Mead’ production formula was not producing the correct output in the Enhanced Workhall structure; it has been corrected.
\ Auto training for ‘Specialist’ class wasn't working properly after loading, fixed.
Minor adjustments
\ The minimap display area will now only be rendered at daytime visibility levels.
\ Failure to activate the ‘Wide’ road alternative, which should be active along with the dirt road in the relevant tutorial stage
\ Wide Cobblestone Road surface layer was darker and shinier than it should have been; this has been corrected.
\ When the cobblestone square components were placed on top of each other, it caused a bug that led to flickering. Fixed.
\ The ‘Wide cement pavement’ road textures has been updated.
\ A series of changes were made to the general grass and vegetation cover, which is among the surface components of the island map. Since it was determined that features such as illumination and light reflection did not react correctly at certain angles, changes were made with better alternatives, both technically and aesthetically.
\ The random flare value of the ‘Campfire’ flame effect for the outdoor environment placeable component has been slightly reduced.
\ Some environmental elements (rock formations) could display a bluish color on their surface coatings under snowfall. Restored according to the general universe color palette
Hello everyone,
we're releasing this hotfix for the last update, please see the patchnotes below:
Main Updates
\ The ‘General Sound’ settings have been updated and some adjustments have been made. The settings tab where you set the general sound level will now work in more precise ranges and the maximum output will be stronger.
Quick Reminder: After the sound range and output power updated, when you load your old games, the current sounds may seem too loud. We would like to remind you that this range, which you can adjust as you wish, may cause such discomfort on a one-time basis. We sincerely sorry for any inconvenience this may cause.
\ The newly added video-supported ‘Hint’ messages appear too early at the start of the game. Although the conditions for generating the messages work correctly, they appear too early because I entered the wrong time interval. The intervals have been extended, and the gap has been defined to ensure that players who use the features directed in the hint content will not see these messages.
\ When 3D indicators are displayed at angles parallel to the surface, they become slightly blurred due to atmospheric effects. The necessary adjustments were made, ensuring the correct rendering of 3D indicators in the universe, primarily the status indicators of structures.
\ After loading, the camera returns to its original starting position. The camera has been adjusted to start at the coordinates where the Save action occurred.
\ The newly added ‘day-night cycle and adjustable lighting time panel’ was not functioning correctly during the save/load process and was reverting to the original start interval. This has been fixed.
Minor adjustments
\ Exterior cladding feature. This newly added feature was initially applied to Tier-II structures because it looked more aesthetically pleasing on their surfaces. However, the early release of cladding materials in the universe and their inability to be used on Tier-I structures caused some confusion.
Therefore, as a minor adjustment, the exterior cladding feature has been made available for Shack, Depot, and Medical Shed structures as well.
\ The cobblestone city square props are not accessible in Cycle IV. The activation of these props has been assigned to the ‘Divided Layer’ development. They will become accessible once this technology is enabled.
\ The 3D component of the outbuilding in the garden area of the depot was not functioning correctly and was causing the camera to jitter by drawing twice; this has been fixed.
\ The ‘Deformed Brick’ cladding used for exterior customization was operating with incorrect Normal Map and Lighting settings; this has been fixed.
\ To provide better lighting and atmospheric ambiance effects, the time intervals assigned to the newly added ‘Day-night cycle management panel’ have been rearranged.
\ The distance ranges controlling the visibility of the 3D components of the Forge-I, Small Workhall-I, and Kiln-I structures have been reset, and their premature closure has been prevented.
\ Some English typo errors such as “ProcessingYard” and “Standard” have been corrected.
Gameplay Improvements
\ As a temporary feature, once the main campaign is complete, even though the story mode ends, a new setting has been added so you can continue your session in free play with the city you have built.All your game settings and universal core mechanics will continue to function as usual, offering endless gameplay for now.
In the future, we plan to introduce gameplay featuring ‘Vanishing Natural Environment’ systems that will become increasingly challenging and push you to find new solutions. Since this expanded Endgame mechanic was not part of our original plan and is not yet ready, we wanted to offer a temporary solution so you can continue playing with the city and community you've invested your time in.
Heyho everyone,
We really don't know how to start this, other than saying "We are sorry". We are sorry for the months without an official blogpost or patch. We had hoped that people would have seen our dedication and passion for the game in the months prior to the silence while we worked on multiple topics at once, so that they could trust in us working further without frequent "We are still on it" updates - this is definitely no excuse - which is why we will adjust some major points in our development processes, especially regarding the visibility of next steps - but more about that in the following, very long patch notes - we hope this answers what we have been up to in the recent months:
We are pleased to announce the 3rd major update (Alpha 25.400). This update combines brand new content with the content of the previous major update from the ‘Experimental’ branch to form the new ‘Default’ version of New Cycle. To fresh up your memory, this is the key content from the experimental branch that is now coming to default:
Physics-based water mechanic and new vehicles: Ships
New Maps and extended map scale
New Buildings and Products
Vast graphical and performance improvements
You can find more content and the detailed overview here
Like we already did in the past, we will move the current version of the game over to the rollback branch, which will allow you to finish your games - since due to the extensive changes to the game, 'old' savegames won't be compatible with this release. To find more about this topic, please take a look at this post.
As detailed in the announcement below, there are new structures, side mechanics, a series of changes and game engine updates. We have also implemented a series of improvements to our backend systems. These are primarily performance improvements and preparations to lay the groundwork for new mechanics included in future updates. New features and enhancements not present in previous versions naturally cause inherent differences in save file contents.
Also, we are looking into new ways to share the progress of our development with you, since we follow an approach where we are working on multiple topics simultaneously, while only safely releasing those that have reached the necessary maturity. We will return to you very soon with a solution to share this with you in a way that we can also receive feedback from you regarding your thoughts on our plans.
Additionally, our Community Managers ‘Yxsver’ and ‘Kirisaki’ have handed over their duties to our new colleague ‘BK’ due to a job change. We thank them for their efforts and contributions. Lastly, we have also activated a new account named ‘CoreEngage’ on Steam for communication purposes. This account will be used by our authorized personnel on a rotating basis and will be kept active for uninterrupted communication.
But now let's take a look at the completely new content coming with this update:
[img src="{STEAM_CLAN_IMAGE}/43165427/458b6f76ff4ba023352fe7a1c095737fae25ac82.png"]
Civil Reflections of Industrial Progress
A new era in which advanced communities have begun to produce more complex, high-rise living spaces and service buildings, particularly in civil structures. Traditional brick use is giving way to cement, and these new architectural examples, which are more resistant to disasters, have a lower risk of complete collapse, and can safely accommodate more people with their multi-story structures, will also offer multiple visual variant options. While it is becoming easier to achieve a more organic cityscape that fits the normal flow of life with aesthetically differentiated structures, this will be entirely dependent on user preference.
[img src="{STEAM_CLAN_IMAGE}/43165427/1279e4880436690a1541c841a642850e59cd01f9.png"]
New High-Tire Houses
Additionally, the ‘Waste’ production side mechanic we added to the game with this update will also be active in these new residences. However, we intend to partially change this part with a new, more complex structure in the future for more complex waste management.
[img src="{STEAM_CLAN_IMAGE}/43165427/c650c29a9b9a617fd8bd3d675ba8bb8550041227.gif"]
Advanced housing with increased capacity will allow for the management of a much larger population by using more compact and smaller surface areas, while this transformation maneuver, which will take place in the Mid-End game stages, will allow you to obtain new vacant land in the heart of your settlement, offering you the opportunity to follow a more dynamic path of development.
New Buildings And Visual Customization Feature
This update primarily consists of social-living units. These units, which expand the End-Game range of the universe and will now form the new end-level structure stock, will also be customizable in the future.
[img src="{STEAM_CLAN_IMAGE}/43165427/e8a3bebd9deab108e9f1ae17bdf7db304450e531.png"] House IV Models
[img src="{STEAM_CLAN_IMAGE}/43165427/2127f6c62752ed21e29e0558268a9cb1aea6381b.png"] Bakery II - Hospital III - Pub III - Store III
Visual Customization Feature
You can now customize specific surfaces of buildings with new coatings however you like.
This new feature was a request frequently voiced by our community. From the moment brick structures began to exist in the universe, you will be able to change the exterior surfaces of certain buildings according to your level of advancement, using any material, pattern, and adjustable color options you desire.
[img src="{STEAM_CLAN_IMAGE}/43165427/a82315fc43750e42186f265b7bfb5c69b34937dd.gif"]
Currently, brick structures offer this feature. (The cement/Steel structures are being worked on)
We attempted to group cladding materials according to the universe's naming methodology and their actual material origin. For example, producing a decent amount of Lumber or Brick will trigger the unlocking of related cladding materials.
[img src="{STEAM_CLAN_IMAGE}/43165427/88c62fdf90c089b18ffc0b2d3621963054976a2f.png"]
You can choose from ten different cladding options in the main groups, with nearly thirty color alternatives. We hope that this visual add-on, which we have prepared while remaining faithful to the overall atmosphere and color palette of the universe (Relatively cleaner surface alternatives are still available.), can offer more variety and freedom of styling.
New City Props and a Small Aesthetic Experiment
12 new placeable city props have been added. These objects, with an industrial theme and late-stage focus, will help reflect a more organic metropolis look and production site aesthetics.
[img src="{STEAM_CLAN_IMAGE}/43165427/bcdfba2dad6735938fc69a592a830e498ccdd89a.png"]
[img src="{STEAM_CLAN_IMAGE}/43165427/45d6c260e7cf876555f560300f2476bdd7f7a6e6.png"] New Outdoor Props
We have also added the ‘Metal Fence’ and ‘Log Fence’ structures for a functional wall experiment. This props can be used with either ‘grid or Free’ placement methods as desired and allows you to create interconnected fences. This fence, which also allows you to place functional gates, directly affects the passage routes and navigation of vehicles and people.
Currently, two fence types have been added: Log and Chain-link. If the community is satisfied with the planning and aesthetic benefits that fences and walls offer to the city layout, we intend to support this variety with different types such as sheet metal, brick wall etc.
[img src="{STEAM_CLAN_IMAGE}/43165427/d0a80ed2fb6096db2b44fe1d465a6ae723b16f65.gif"]
Academic Foundations
As a new sub-mechanic accessible in the mid-game phase for working-class education, a new structure and interface representing the regular education system is being introduced.
This structure offers a new gameplay experience that allows players to assign the number of ‘Craftsmen’ and ‘Specialists’ they want to keep constantly available in the universe, and enables selected educational structures in the city to continuously train workers through autonomous education in line with this direction. Additionally, different training methods have been added, introducing new paths that players can choose based on their preferences, such as success rate, training duration, and training content, supported by various factors in the city.
Furthermore, the standard training method has been redesigned to operate in three different ways.
Specifically, to logically overcome the tediousness of a repetitive microtask for training new workers in the later stages, this new system, shaped by community feedback, will undergo a minor update in the future to ensure the necessary flow for the education of the young population and their direct assignment to an educated class after childhood.
Educational buildings had classroom sizes according to their levels.
A method with additional requirements has been added to ensure the training is successfully completed for all participants. (In craftman and specialist training, a random structure will be allocated for practical training purposes, and the structure's other activities will be suspended during the training period.)
[img src="{STEAM_CLAN_IMAGE}/43165427/03c328db1fabee3312347c3925a012b96b7535d8.png"]
New Auto-Training UI
Introduction to waste management and first steps toward environmental pollution
With this new mechanical system, residences and some production facilities will generate ‘Organic Waste’ as a result of consumption and human activities. This resource will not be transferred directly to storage facilities but will be collected and processed by personnel at a new production facility called the ‘Waste collector’.
[img src="{STEAM_CLAN_IMAGE}/43165427/13d01ccb8acdd19afbd86c2ab2c410a559b3db99.png"]
The ‘Organic Waste’ added to the universe in the previous experimental update serves as a base resource, primarily for fertilizer production, and will continue to serve as a base for certain elements within the framework of the Chemical Production Tree to be added in the future.
New structural variants and changes
The structure of ‘Kaleyard’, which is responsible for vegetable and herb production, has changed. While its surface area in the universe has decreased, the cultivated area will now feature models belonging to multiple species.
This will allow us to have gardens in different variants, aiming to achieve a more authentic and characteristic agricultural region appearance.
[img src="{STEAM_CLAN_IMAGE}/43165427/8dd2da682416f87c2ec8c15090ad28b3e6f185bc.png"]New Kaleyard and vegetable varieties
The Barn structure has also changed. The new structure, which covers a larger area than the old surface area, has been expanded to potentially host local animations and perhaps different species in the future.
[img src="{STEAM_CLAN_IMAGE}/43165427/d31643284d73d9d16dd960285300d45dc5ab52f4.png"]New Barn
Changes to the Trader Mechanics:
Traders will no longer visit your city after Cycle IV.
The current trade infrastructure is based on a simple one-to-one exchange system. We have advanced our work on regions and other factions, and in future updates, we will announce periodic trade agreements, diplomatic agreements, and other related mechanics.
Until these features are released, we have implemented this temporary measure because the current trading system only generates a ‘message to pass through’ burden for our players after a certain stage.
New UI Additions
The main structure menu's operation has been slightly modified. Due to the increasing number of structures as the universe progresses, you can now scroll through this area while viewing your structure inventory for each ‘Tier’. ‘By scrolling or clicking on auxiliary UI elements’.
[img src="{STEAM_CLAN_IMAGE}/43165427/f238076fbbc438079b32f66e53aa05682b0757ca.png"]
The Day Cycle Management Panel has been changed. This area allowed you to manage general lighting, sun/moon position, and all related ambiance factors according to set times of the day. To make it easier to use and more understandable, we have completely redesigned this panel and added extra explanations.
[img src="{STEAM_CLAN_IMAGE}/43165427/e4f1dcee8528c5d43e3780aef237cc452ad129ca.gif"]
New Engine Upgrade and Performance Gain
As is known from our approach in the previous two major updates, we closely follow significant developments and new technological advances in the Unity game engine.In this context, over the past two months, we have made upgrades to integrate some new technologies released within the Unity game engine, with the aim of reducing the workload in our production processes and improving our runtime performance.
Without getting into too much technical detail, we would like to highlight two of these features in particular. The first is the new inengine LOD system. We have to produce fewer assets that need to be prepared in advance. In the old system infrastructure's workflow, especially in cities with a large number of buildings, there was intense performance pressure on the CPU during runtime. With the new workflow, the CPU process is no longer involved.
New methods have been implemented that improve the way multiple animated entities work simultaneously. This has led to improvements in both GPU and CPU performance, particularly for New Cycle, which requires rendering a large number of buildings, people, and objects.
Minimum system requirements have changed
We had previously declared our intention to expand the game's universe beyond the originally planned version due to the community's support and request.
As of today, with the inclusion of the new major update content, we have expanded our initial playable content volume by approximately 40%. (New structures, Maps, raw materials/products, mechanics, textures, etc.)
And naturally with at least four major and dozens of minor updates planned ahead, is causing us to exceed our technical requirements.
Graphical Enhancements
We have a new add-on that directly affects the appearance of the entire universe and can be turned on or off as desired. Imitating real time light reflection and water surface reflections!
[img src="{STEAM_CLAN_IMAGE}/43165427/9f2dec53c6dfb9d1f3414ee735f787cf6956437f.png"]
With the innovations we've made to our lighting processing and rendering paths, the entire universe now operates with more powerful ‘Reflections’. This allows all surfaces and wet surfaces (depending on weather conditions) to reflect light differently and enables the base lighting to achieve a more organic appearance.
[img src="{STEAM_CLAN_IMAGE}/43165427/7d1c45ee0624d20ac2a5bf75b5273fd59b5ba053.png"]
This new plugin, which adapts to the day and night lighting cycle, has also been developed to actively function on the surfaces of large bodies of water. This further enhances the stylized realistic spirit we aim to reflect in the universal appearance.
Enhanced real-time weather changes and Shaders
The current day cycle and weather change system transition sequences have been reorganized. Based on your feedback, more organic weather transitions and their universal effects have been attempted to be presented with a stronger configuration.
The wetness gain and loss of surfaces (both structures and environmental components) based on precipitation rates has been reorganized to provide more options and smoother transitions.
Sky components (clouds, lighting, general fog, global fog height, volumetric light range, and aurora) have been redesigned to provide a more organic transition while maintaining more flexible reactions to seasons and biomes during seasonal changes.
Biomes containing rivers and seas now feature wave length, current intensity, and light-dependent color change properties based on seasons and weather changes within those intervals.
Thanks to new infrastructure developments, all universe trees now feature a proximity-sensitive dither effect. Branches and leaves will fade in and out of the render slightly along their assigned radius beyond a certain distance from the camera position.
[img src="{STEAM_CLAN_IMAGE}/43165427/5f7bb44fbe42511c21e7a3e2063727f829469738.gif"]
Also we had the opportunity to make a series of improvements in universe physics calculations and their visual feedback tools.
[p align="start"]We improved and developed our generic features such as real-time dynamic wave generation and driving feel feedback based on the physics calculations of water and land vehicles. (For npc and player)Lastly, some fabric surfaces, coverings and primitive electrical cables, which were early-stage three-dimensional objects, have now transformed into components that move in proportion to wind strength according to changing weather conditions.
[img src="{STEAM_CLAN_IMAGE}/43165427/687446758a3536378023b68bc93d9818ae09fac4.gif"]
Sound system improvements
Over 40 new sound effects have been added, and improvements have been made to the universal sound level system based on the player's position and surrounding elements.
The maximum distance range for sound output from existing structures has been increased, and sound transitions based on camera movements have been designed to flow more organically.
New supporting content
We have added a new series of video materials containing practical examples, in addition to the tutorial section and the Encyclopedia page.
These videos cover topics such as shortcuts and important functions, features, etc.
For example, holding down the ‘Shift’ key and clicking on any structure quickly switches to build mode to create a copy of the selected structure or you can change the order and number of ‘items’ displayed in the top tab as you wish.
We aim to show videos explaining these and similar features to players who never use them, via one-time pop-up in-game messages. These messages will not be repetitive and will not be sent to players who already use these features.
New Achievements
7 new achievements have been added.
[img src="{STEAM_CLAN_IMAGE}/43165427/18f488bf519a201325ec3e246f8875daec5fd6ff.png"]
Fixes and Balancing
Adjusted collision functions for some assets in the 3D universe
Improvements have been made to saving and save file volume management. The save file capacity for very large cities has been significantly reduced, and reload speed has been increased.
Corrected the positions of 3D objects and door entry/exit points in some structures
The environmental and weather-related interactions of some structures have been reorganized. (Grass removal rates on the terrain, improvement of interior areas to be covered during snowfall, etc.)
Reduced the cumulative accumulation factor of the ‘General Health’ effect on age-related death calculations
Increased the positive effect of high-quality food and good health conditions on lifespan. An extra positive multiplier has been added to this ratio for the Specialist class.
Farm productivity calculations have been slightly modified and improved.
An issue that could occur when clicking on structures placed on the ‘Square’ component of the City Probe has been fixed.
Improvements have been made to some image processing methods for crowded cities with many structures, resulting in improved endgame level performance.
Animations and positioning of workers inside certain structures have been improved.
The area where the GreenHouse fire effect works on the structure surface has been corrected.
Some translation errors have been fixed and missing text has been updated.
The 3D model of the Inland Fish farm structure has been renewed.
Sky illumination rates that work in parallel with the day-night cycle have been reorganized, and a series of new autonomous functions have been added to enable a more realistic nighttime feel.
Excessive collision errors experienced during the placement phase of the Refinery structure have been fixed.
The loud explosion sound effect that plays when lightning strikes the Forge II structure has been re-adjusted.
Corrupted audio and visual effects in the washing pool section of the Processing Yard I structure have been fixed.
The part that keeps the outer surfaces of boats in contact with the water surface looking wet has been readjusted.
Alternative formulas containing Manure for ‘vegetable’ and ‘herb’ production have been added to the Kaleyard structure.
Water input has been reduced in the primitive soap production formula.
Water input has been reduced in the Manure production formula.
The construction requirements for several bunker structures have been modified.
Capacity yield and requirement values for ‘Dormitories’ units in the Bunker structure have been modified.
Recycling Facility (temporary Endgame water production solution) water production formula requirements have been lowered and production time has been revised.
And more on the way!
We would like to thank our entire community once again for your patience and support, stay tuned for further insights!
[img src="{STEAM_CLAN_IMAGE}/43165427/6ae48d7ccec709e548f382de2277da0c48d76b6e.gif"]
This update includes a number of changes to make the overall gameplay more comfortable and to significantly increase the visual and textual indicators communicated to the player.
Especially with the addition of the road network and new buildings, there is a need for revision in the city appearance and settlement plans. A number of changes and some improvements are detailed below, such as expanding the coverage area of the structures that provide services, providing more detailed tooltip presentation about the materials distributed, and a series of changes and improvements that can provide comfort to the gameplay.
- In some cases, the production facilities within the 'Central Freight Station' perimeter were included in the service network but could not fill the 'Freight need fulfillment' effect positively, this has been fixed.
- Health, entertainment, security service buildings, lightning arrester, Store, Gather Camp, Hunter and Water Pump buildings are now set to make the service perimeters of all existing similar buildings visible when they are selected or clicked to be built.
- The service radius of structures providing Health, Entertainment and Security services has been slightly increased according to their level of development. With the addition of driveways, there has been a natural increase in the surface area needed for the general settlement, in order not to harm the aesthetics of urban planning and not to harm the balance by causing the need to install more service structures than necessary.
- In parallel with the above reasoning, the service radius of the 'Store' structure, which distributes daily consumer goods and works with similar mechanics, has been slightly increased.
- In the extremely low health value range, the mortality rate due to disease has been revised and improved so that fewer deaths occur simultaneously. By more realistically spreading out the mass population loss over a period of time, this approach will prevent extreme ups and downs in the game, while maintaining the death/loss approach and not upsetting the balance.
- A number of improvements have been made to the Ui elements positioned for status reporting in the top locations of structures.
- For some developments, the requirements and the types of materials they demand, as well as their values, have been slightly modified and adjusted.
- The feed ring of the Windmill II structure has been expanded. Thus, it was enabled to generate more electricity by feeding from more sources. Compared to the Windmill I structure, the incentive of the transition to this structure in the direction of efficiency has been balanced.
- ‘Unkept Promisses’ Task revision: The repetition interval of the task, which is activated when the target food ration value is missed for three consecutive days and the community wants to achieve the promised distribution rate, has been revised to be less repetitive.
- The functions to inactivate/reactivate and hide/unhide traffic lights have been added to the Ui panel of all junction components.
- The starting materials provided in the new session, which starts from the Cycle V stage with the 'advanced time period' game setting, have been increased.
- In some cases, it was reported that when a new service structure was built from the existing service structures in the universe, the positive effects caused by the distribution could not be triggered correctly. This has been fixed.
- Fixed Freight negative effect warning on building’s top Ui not turning off.
- Fixed Bakery building's top Ui general indicator was positioned too high
- It was detected that the explosion effect of the 1st level kitchen structure after a lightning strike was not working correctly. Corrected
- After the railway upgrade was completed, the effect for 'Regional settlements', which applied a negative efficiency effect due to the lack of a railway connection, was removed. Now only the positive effect will work when the railway is built in the region.
Thank you for your kind support and interest.
We continue our improvement and balancing works after the major content update.
In this small improvement update, especially the changes and arrangements that we have shaped according to your feedback;
- Change: 'Load capacity requirement' has been removed from the 'Water Pump' structure. We have observed that the water pump's request for industrial logistics support at an early stage of the game was pushing the game to a partially unnecessary difficulty. With your request and guidance, we decided that it did not make sense to make water production more difficult in the mid-game phase and exempted this structure from the system.
- Also, Level II Metalwork and Distillery structures has been removed from the 'Freight capacity' system for the same reasons as in the water pump.
- In some sessions, we saw that the'Cement' material was positioned to be unlocked in Cycle VIII instead of Cycle V. This has been corrected 'Cement' is available in Cycle V once the 'Production Chains' upgrade is complete and can be produced by Kiln buildings. We apologise to players who have been playing for a bit too long up until now and had to advance their game by unlocking 'Cement' in Cycle VIII.
- New Effect: Advanced production facilities that you set up far away from your central location have been receiving a negative 'Load capacity' effect applied to Workforce values due to lack of industrial logistics. With this update, in contrast to this effect, your structures that receive service with a high level of transport capacity (production houses located within the service radius of Central or District stations) will now be able to gain up to +10 Workforce with the positive effect called 'Perfect Freight Handling'.
- As a result of the feedback we received that in some cases the 'blue square' material showing the coverage area of the district freight station and the central station worked problematically and lost its visibility in some places, we made improvements on this part and solved the problem.
- Some fauna (a shrub and a grass species on the Meadow map) were showing a tendency to glare a little too much when the angle of daylight was too narrow. This has been fixed and readjusted.
- It was found that some rocks used for aesthetic purposes during the land arrangement phase after building placement or road construction were not fully adapted to the new land form and were corrected.
- The time sequences that determine the operating intervals of the traffic lights have been extended.
- Since we have not yet expanded the alchemy production tree and fertilizer production, there is no chance for the player to further develop the farming activities of the Field and Kaleyard structures and adapt to the arid climate.
For this reason, the 'Water' requirement has been reduced by 40-50% in order not to increase the difficulty of the game.
With these small adjustments, we aim to offer a more enjoyable and highly polished early access experience. Thank you once again for your understanding and support.
We always welcome your feedback.
Thank you for your interest in the major update content. We hope we've been able to convey a strong message about the direction the New Cycle universe is taking, and that we're enthusiastically continuing to develop it in response to your embrace. We'd like to share some small fixes and adjustments we've made to support this momentum.
- We detected a problem for some of our players that the junctions among the highway components could not be displayed correctly in the Ui (development and building construction panels), this has been fixed.
- Three junction components with and without traffic lights have been added as existing highway components, they contain all features such as snapping and free placement during the road construction phase as generic. With further updates, it is planned to add the ability to edit the light system and time settings at these intersections according to your wishes.
- Extra control has been added to the component that calculates the renewal rate of 'Water' resources at the beginning of the Spring cycle after load (community feedback)
- It was detected that the output efficiency of the wood and stone raw materials collected from the terrain with the 'Gather Camp' structure after load could work at an incorrectly high rate (Community feedback) and was fixed.
- Adjustments have been made to the components that regulate the colouration of all vegetation during the spring season (Spring tones were working a bit darker and closer to brown, this has been corrected so that light green and other variants on vegetation can stand out more).
- Thank you again for your interest and support, your feedback helps us to improve the game faster and more accurately.
Current Release
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Uploaded Jan 19, 2024
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System Requirements
How to Install
New Cycle.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
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Direct link available
3.1 GB
13209082
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View AllDownload New Cycle for PC with a direct link or via torrent. Get the full version of New Cycle for free. New Cycle is a Indie released by Core Engage.