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.
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! 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.
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.
As a result of the tests we have carried out in the hours following our major update, we would like to share a small update that includes balancing in a few titles that fix a number of minor issues we have identified.
With these minor adjustments, which we expect to contribute to the game experience, we hope that we will be able to make the major update content more accessible.
Thank you for your understanding and support!
- 'Resident' building menu name changed to 'Residential'
- 'Others' building menu name changed to 'Logistics'
- Some completed translation texts of the major update have been added.
- It was detected that the Medical Shed structure was not positioned correctly in the menu. This problem has been fixed.
- For incompatible saves from past versions during the save/load phase, a window that appears when the load button is clicked and directs the user to the relevant guide has been added.
- Increased the volume of water sources on the two playable maps by about 200%.
- Minor changes have been made to the 'Honey' and 'Diesel' production formulas.
- A shift in traffic light synchronization was detected and fixed.
- Updated the components positioned in the areas where the maps end so that the player can collide with their vehicle in driving mode.
- Slightly increased the grip rates on snowy ground while the player is driving. The sliding action due to angle and speed while driving has been adjusted with a slightly more realistic approach.
- Detected and fixed a synchronization slip in the component that manages the overall color gradation during seasonal transitions.
- Minor lighting and colour palette changes have been made for stormy weather day and night settings.
- Fixed missing title texts for some of the effects positioned in the top left corner.
- Expanded the railroad border anchor points for all maps to provide easier access.
- Edit: Fixed an issue where ore and water nodes displayed faulty behaviour upon loading a saved game.
{STEAM_CLAN_IMAGE}/43165427/b6c57989a663bc816c671a0f01edffadfd3458b1.png
After the last major update content, we have identified and fixed the problem that some of our users encountered mainly in the 'Auto' save phase.
* Fixed sub-component causing crashes
Thank you for your understanding and support.
Thanks to your quick feedback and the intense flow of information you have provided, especially on balance, we would like to announce the new hotfix content. In particular, the 'pathfinding' mechanic, which we have improved in the new major update, has been causing problems in the save/load phase in some cases and we have worked to compensate for this.
Thank you for your participation and understanding and see the full list below:
- Save/Load: It has been observed that some devices crash due to pathfinder data while saving/loading the game. With this hotfix, this issue has been fixed and possible crash situations have been tried to be prevented.
[**] Also, as an extra solution If you are still experiencing crashes while saving/loading, you can enable the "-noastar" launch option added.
[**] More info about Steam Game Launch Options: https://help.steampowered.com/en/faqs/view/7D01-D2DD-D75E-2955 - Fixed the situation where some production structures have 'Workforce' but this value is displayed as zero and the structure does not work.
- Fixed a bug that caused a problem with the normal rate of child births even if there were no empty houses (almost no new births will occur if there are no empty houses even with high morale, health and welfare levels).
- Vegetable and grain production cycle times (48 game hours) have been rearranged to stay within the 24-hour period (for easier reading of daily report outputs). Some production balancing was done.
- Changed Tier III (Filling Meal) meal production formula. While maintaining the formula ratios, the input and output ratios were increased in parallel and the number of meals that can be produced in a day in a structure increased.
- The production rate of the Kitchen III structure was reorganized.
- Fixed an issue where trains would occasionally get lost when the game was in Pause mode, even if they weren't moving, due to the track calculations continuing to run during the Pause phase.
- Confirmation shortcut with "Enter" key in the demolition/upgrade window has been activated.
- Fixed bug where the negative effect of "Wildlife Fading" also affects animal husbandry.
- Fixed an issue on the Great meadow map where the winter-specific effect that was supposed to block farming production was not activating.
We just released another quick update with a number of improvements and fixes based on bug reports and community feedback we received sine the latest update, with the intention to improve the progress flow in the early game stages.
Once again, thank you for your participation and your time to make the game better.
Fixes and Adjustments
- Fixed multiple Solar Storm triggers in close year intervals.
- Increased the child birth rate in the Early Ages for normal difficulty.
- For Normal difficulty, increased the migration rate for the Early Ages.
- Adjusted the conditions for the occurrence of the 'Lightning Strike' event.
We just released a quick update with a number of improvements and fixes based on bug reports and community feedback we received throughout the day.
Once again, thank you for your participation and your time to make the game better.
Fixes and Adjustments
- Fixed Campain story triggering in Sandbox mod.
- Fixed the Great Meadow map being named as 'mountain' in the save file.
- Made some adjustments to the log stock of 'Live' trees in the Great Meadow map.
- Added some positive support to the birth rate that can occur in societies in the 30-50 population range (to prevent new users who are playing the game for the first time and are unfamiliar with the mechanics from waiting an extra 15-20 minutes for migration in the Cycle 2 phase)
- The multiplier dynamics of the aging mechanics have been slightly modified so as not to cause overpowering mass casualties.
- Added variants to the new Tier III-type food formula for Kitchen builds.
- Improved the road network with an extra check for integrity.
- Fixed a bug in reloading some old save files after overwriting them with new saves.
- Fixed turn off/on minimap view function.
Current Release
Build 22500225
Uploaded Jul 09, 2026
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
Download
Direct link available
6.6 GB
22500225
ED89671A
7c18be6a4b96eb9aa7a16a925ebb7baeb3eeae73a08e4ce6a296806ad604f5b8
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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.