2026-08-10 06:48 UTC · Community Announcements · LapsuS
Hi Cyberpunk builders!We are back with another regular update. I spent a bunch of time working out why starting out a new city or loading an existing one took a lot of time. It came down to how Unity loaded all of the different unique building models I created for the game. I'm happy to report that I was able to slash the loading time from 4 minutes to around 10 seconds!Here’s what changed:Previously, the game loaded every building model and its associated textures when entering a city—even if most of those buildings were not present in that city.Building models are now loaded only when they a
2026-04-26 07:06 UTC · Community Announcements · VittorioB
Hey Cyberpunkers!This update focuses on making cities feel more organic, with new commercial building art and a few important fixes.🏙️ City generationBuildings no longer all merge into larger structures in the same way. Now, only some buildings will grow into bigger ones, while others remain smaller.The result should be a more varied and vibrant city, with skylines that feel less uniform.Larger buildings also have a stronger impact on their surroundings than smaller ones, making city layout and density feel more meaningful.🎨 ArtCommercial buildings: Added 12 new commercial building models, c
2026-01-06 14:13 UTC · Community Announcements · LapsuS
Hey Cyberpunkers! I’ve just pushed a small patch focused on fixing some annoying issues, tightening a few gameplay mechanics, and improving performance in large cities. Nothing flashy — just making things work better and more consistently.Here’s what’s in:🛠 Bug fixesFixed an issue where the last tutorial step for wealthy buildings was showing an empty message (please report if it still acts weird).WASD controls are working again (yes, that one was painful 😅).Fixed the “View” button in news not bringing you to the correct map location.Fixed an issue where some level 4 buildings couldn’t be bu
2026-01-04 10:25 UTC · Community Announcements · LapsuS
This is an experiment so let me know what you think about this!
2026-01-04 08:14 UTC · Community Announcements · LapsuS
This is an experiment so let me know what you think about this!
2026-01-03 22:46 UTC · Community Announcements · LapsuS
Hey Cyberpunkers! This update is mostly about polish, fixes, and a bit of cleanup across the game. Nothing flashy, but a lot of small things that should make the experience smoother and more consistent—especially in larger cities.Let’s get into it.🩹 Bug fixesLoading screens on non-16:9 monitors On non-16:9 aspect ratios, loading screens could partially reveal the scene behind them. This is now fixed by properly letterboxing the view with black bars.City ambient soundsCity construction sounds have been reworked: Volume was too loud; sounds triggered too early while still zoomed far above the c
2025-12-22 06:34 UTC · Community Announcements · LapsuS
Hey Cyberpunkers! It’s been a while since the last update, so this one is a big one. Some personal stuff slowed things down for a bit, but Skid Cities is very much alive — and I’m fully committed to bringing it out of Early Access (targeting 2027, or maybe even 2026 👀).Let’s dive in.🌍 Full localisation – 30 languages! Skid Cities is now fully translated into all 30 languages supported by Steam. This includes:UI and in-game textVoiceoversAchievementsThis was a massive effort, but I really wanted Skid Cities to feel native no matter where you play it from.⚡ Major performance optimizations I sp
2024-12-15 16:02 UTC · Community Announcements · LapsuS
Hey cyberpunkers! Here we are with another monthly update. Exciting stuff this month! A whole new organization that will populate the world, a bunch of bugfixes, and some performance improvements. 🧠Neuraltink enters your city Neuraltink is a global corporation specializing in brain augmentations. Its CEO may decide to build one or more huge offices in your city. When that happens, you will see that corporate offices will grow faster in your city. But beware! The unrest will also grow significantly. Bugfixes: 🩹 Layers on ultra-wide fixed. Thanks to Svexel from the Discord community for bringi
2024-11-10 16:48 UTC · Community Announcements · LapsuS
Hey Cyberpunkers! I just released this month's update. I'm working on a bigger one that will introduce two new organizations from the world of Skid Cities. In the meantime: 🏢 New art I've added more variations to level 1 factories, so you should see fewer repetitive areas when zoning factories of level 1. By the way, I've modeled and textured live on my Twitch! ✨Building and loading effects I've added some subtle particle effect when placing down the buildings. I've also added some cool VCR-like effect when switching between levels. 🩹Loading bug I've fixed a loading bug where some cities sto
2024-09-10 05:57 UTC · Community Announcements · VittorioB
Hey cyberpunkers! A quick release that I actually developed last weekend live on Twitch. This release: 🩹 Fixes some issues with the new level spawn systems. Some roads would not show up properly on upper levels, plus some performance gains were nerfed. Fixed now! 🎨 Added some a new variation to wealthy commercial buildings of level 4 This release was prepared live on Twitch! Check out and follow the channel to catch me live
2024-09-04 07:33 UTC · Community Announcements · VittorioB
Hey cyberpunkers! I know you've been waiting for this for a long, long time. And it's finally here! A huge update entirely focused on performance. Plus, a much-needed fix for Apple silicon players. Let's get into it! 📈 Performance boost This is huge. In order to improve the frame rate of huge cities, I had to rewrite all of the inner workings of how the buildings of your city are spawned for each level of your city. As you probably already know, Skid Cities allows you to build your city on multiple levels: in the skies, on the ground, and in the depths of the earth. You can go almost infinite
2024-03-09 07:07 UTC · Community Announcements · VittorioB
Hey cyberpunkers! After a long period of inactivity due to personal issues, I'm finally back to working at Skid Cities. I'm very excited to finally be back in this world. I'm a solo developer, so every time something pops into my life, you will notice it. Anyway, I'm back and fully committed to keep working on this cyberpunk city builder until it's finished! I've worked on a small but almighty release, mainly starting from the feedback of the Discord community. This update includes: 🎨Opening Cinematic: Dive into the cyberpunk world of Skid Cities with an all-new opening cinematic, complete wi
2022-10-22 19:07 UTC · Community Announcements · LapsuS
A quick update to fix a number of typos in the text content of the game. It's crazy how big the game got, for a solo developer: More than 1.600 unique text entries. Thanks to Kid Charlemagne in our Discord community for helping me spot some typos!
2022-10-17 02:18 UTC · Community Announcements · LapsuS
Hey cyberpunk city builders! It's been a while since I was this excited about an update. With this release, your cities will now face 2 new organizations: KoKola and McSoynald's. Each of them may decide to join your city, opening structures and influencing its development. These organizations will be available on top of the 4 organizations already present in your cities: the criminal syndacate Yakuza, the social media conglomerate Bonfire, the muscle-augmentation world leader Theta Corporation, the eye augmentation research company Wajima. But let's take a look at the new organizations! Please
2022-06-19 17:09 UTC · Community Announcements · LapsuS
Hey cyberpunnkers! A quick bug fixing and adjustment update this week: 🩹Fixed a bug where some cities in the Low Lands of Great Florida were not loading after save 🩹Fixed a bug where some cities that had canals intersecting with natural canals were not loading after save 📈 Improved the sunset and daylight appearance for icy lands (Greenland Autonomous Zone for example), cold lands (Canada Trade Authority for example) and tropical lands (Low Lands of Great Florida, Arhuaco, and more)
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