Changelog
Jul 31, 2024
0.88.9
Click to expand
Check the blog post for details.
improvements
-
Buy vehicle window optimized to support as many vehicles as you want. Previously, it could take up to several minutes (!) to open the first time in mod-heavy game and cause insane frame drops while opened.
-
Eliminated lag when opening the storage picker for the first time in a mod-heavy game.
-
Eliminated lag and performance drop when opening the New game window with many mods installed.
-
Fleet window optimized to support hundreds of vehicles without performance drop.
-
In mod-heavy games, the game could use up to ~500MB less memory.
-
Sorting by earnings and costs in the Fleet window is now dynamic and properly reorders rows as values change.
-
Added hotkeys to toggle windows: F2 for Fleet, F3 for Research; others are not bound by default and can be set to your preferences. Hide UI is now F11, and toggle orthographic view is F9.
-
Settings window now resizes with resolution and UI scale changes.
-
If Notifications log is open, no other windows will be closed on Esc.
fixes
-
Fixed various vehicle icon rendering issues where wagons can appear separated, not render some parts (sub-meshes), overlay one over another, or completely vanish.
-
Fixed an issue where, when you followed a vehicle and unfollowed it by toggling in the vehicle UI, using WASD keys, or edge scrolling, the camera jumped back to where following started.
-
Fixed Vehicle replacement window often spawning with the Add replacement button hidden below the toolbar.
-
Fixed bulldoze hotkey conflicting with Free camera hotkeys.
modding
-
Unity updated to 2022.3.37.
Feb 29, 2024
0.88.8
Click to expand
improvements
-
Orthographic (aka isometric) mode received some love: now locks to 45-degree angles and top-down view, remains consistent between sessions, and features its own HUD button (F3 hotkey is still there)
-
Lakes now produce sound
-
Depot window: Made the configure and sell buttons more visible
-
Added CAD currency
fixes
-
Fixed renaming vehicle in the reconfigure window had no effect
modding
-
Unity updated to 2022.3.20
Feb 05, 2024
0.88.7
Click to expand
gameplay
-
Holiday cheer removed
-
Vehicle replacement no longer affect new vehicles
-
Complete replacement will be automatically removed
improvements
-
Camera bookmarks: Set bookmark: Ctrl + Shift + 0-9, go to bookmark: Shift + 0-9
-
Added explicit close/hide button to notification history popup
fixes
-
Fixed available money got trimmed in the lab window
-
Fixed Info tool worked through UI
-
Fixed infinite loop of vehicle replacement can be created
-
Fixed error when vehicle was replaced while picking destination
-
Fixed wrong speed is reported when vehicle window is just opened
modding
-
Unity updated to 2022.3.19
Dec 30, 2023
0.88.6
Click to expand
gameplay
-
Holiday cheer added 🎁
improvements
-
Signal placement tool: The Spacing setting now accurately represents the empty space between signals, enabling full train lengths to fit within designated blocks
modding
-
Unity updated to 2022.3.16
Oct 19, 2023
0.88.5
Click to expand
improvements
-
The toolbar now reverts back to the previously selected tool after toggling off the bulldozer tool
-
The bulldozer hotkey has been moved from / to E for easier access
-
Temporarily activate the bulldozer tool by holding down the E key
-
Active bulldozer tool is now highlighted with a red frame for clear visual feedback
-
Zoom default bindings moved to Shift+A/D
-
Late game performance improvements for smoother gameplay in big late-game worlds
-
Reduced performance impact of UI indicators, especially when hidden
-
Enhanced console error and warning message colors for better screenshot compression and readability
fixes
-
Fixed zoom key bindings were inverted
-
Improved consistency when placing mines on the edge of the deposit
-
Fixed vehicle audio continuing during forced pauses, like opening the Settings window
-
Save slot cards now support clicking through long world names
modding
-
Unity updated to 2022.3.11
Jul 26, 2023
0.88.4
Click to expand
gameplay
-
Vehicles can now have more than one color scheme
-
Added a picker to allow selecting the vehicle color scheme before purchase
-
Added company color schemes for passenger buses and wagons
-
Added brand new Tier 1 and Tier 2 mail rail cars
-
Box cars are no longer suitable for mail
-
Passenger rail cars are now lit at night
-
Introducing Custom Rules for a unique game experience, including Infinite Resources, Unlimited Money, and Everlasting Demands
-
'Allow turn around', 'All research completed', and 'Start with semaphores' are now Custom Rules
-
'Custom Rules' badge has been added to the save slot cards, letting you inspect the Custom Rules that are active for that particular game
-
Win/Lose screen will display all the enabled Custom Rules (including cheats!)
improvements
-
Enhanced support for non-QWERTY keyboard layouts
-
Added the option to select from pre-defined QWERTY and AZERTY layouts in the controls settings
-
Handling more cases of missing assets where the game will try to report asset Uri over numerical id
fixes
-
Fixed corrupted
DebugSettings.json
file was preventing the game from loading -
Fixed store window did not display price changes at non-100% UI scales (#1044)
modding
-
Implemented custom color schemes (liveries) support for vehicles
-
Fixed
Remove
command of the.patch
asset was not working in some cases -
In
.*storage
assets,ItemGroupUris
replaced withItemGroups
, allowing configuration of individual groups in the same manner asItems
-
Added the ability to hide individual storages (
Item
orItemGroup
) to maintain backward compatibility for older saves after storage was moved to another unit or building (particularly useful when merging several vehicles into one with different liveries) -
To add your own Custom Rules, inherit from the newly introduced
CustomRulesMod
class (example) -
Assembly-CSharp.dll
is nowVoxelTycoon.dll
-
Storage assets now respect
.uribindings
, ensuring seamless binding of retired vehicle units to new ones -
Asset Editor: Preserve selected variant when switching models
-
Asset Editor: Show current slider values in the color picker on hover
-
Unity updated to 2022.3.3
Mar 16, 2023
0.88.3
Click to expand
MacOS (M1) players: This update contains a possible fix for memory leaks, hangs, and crashes! Please give it a try and let us know if you notice any difference.
improvements
-
Increased name maximum length for everything that can be renamed: company, cities, vehicles, stations, depots, labs
-
Updated appearance of New Save button in the Save Game window
-
Tooltips no longer disappear when taking a screenshot with Print Screen
fixes
-
MacOS (M1) players: This update contains a possible fix for memory leaks, hangs, and crashes! Please give it a try and let us know if you notice any difference
modding
-
Unity updated to 2022.2.10
Feb 22, 2023
0.88.2
Click to expand
improvements
-
Added setting allowing to reduce build mode contrast
-
Added "Copy many vehicles at once with SHIFT" hint to the tooltip for the Copy Vehicle button
-
Increased maximum length for route names
-
Increased maximum length for save names
-
Show the detailed error window for script mod errors (the one with Disable and reload and Go to Workshop actions) instead of just generic "Failed to load .dll" message box
fixes
-
Fixed some mods relying on patches stopped working after Item Groups were introduced
-
Improved error message caused by failed patching: now it clearly specifies the problematic patch
modding
-
Add Workshop tags for corresponding Item Groups
-
Allowed patching of null properties
-
Unity updated to 2022.2.6
Feb 04, 2023
0.88.1
Squashed a few bugs plus something in store for our amazing modder community
Click to expand
fixes
-
Fixed an issue where passengers do not board vehicle in some cases
-
Fixed disabled and in-depot vehicles falsely report their running costs at 30%
-
Fixed passenger and mail labels overlap station label on non-100% UI scales
-
Fixed mouse buttons can be bound in settings to various actions resulting in unexpected behavior
-
Updated wording of Passengers and mail budget item
modding
-
A new
.itemgroup
asset introduced to improve mods compatibility (docs)
Jan 23, 2023
0.88
Click to expand
Check the Passengers 2.0 Update blog post for details.
gameplay
-
Passengers now can switch transport and even transport modes on their way to the desired destination!
-
Along with passengers, there's a new kind of cargo: mail!
improvements
-
Passenger coverage is now highlighted when placing passenger stations
-
Updated passenger/mail tooltip layout: now it groups items by destination and highlights if a destination could not be reached
-
Improved the visual appearance of trucks with trailers in tight turns
-
You can now add buildings to favorites in the builder palette to keep them always on top
-
Added an explicit toggle allowing users to enable Cloud sync for a new save
-
Autosaves now show the name of the world or the original save name
-
Added support for software cursor (#1000)
fixes
-
Fixed replacing some vehicles in the vehicle editor window wouldn't allow you to select a vehicle to replace
-
Fixed creating a new vehicle replacement can cause an error in some cases
-
Fixed internal recipes shown in the tech tree
-
Fixed the camera would go wild after following a vehicle very closely
-
Fixed opening asset editor from a game doesn't let to choose what pack to load
modding
-
Added
Coupling1Offset
andCoupling2Offset
properties to the.carunit
asset, allowing you to fine-tune the trailers' visual behavior -
Added the
Height
property to the.carcoupling
asset, allowing you to fine-tune the trailers' visual behavior -
Unity updated to 2021.3.16
Nov 15, 2022
0.87.3
Click to expand
Check the blog post for details.
gameplay
-
Devices now can output more than one product
-
Devices UI updated to support complex recipes with more than one output
improvements
-
Added device indicators to clearly show input and output directions and locations, as well as the items coming in and out
-
Inputs and outputs now can be reassigned by clicking on the indicators
fixes
-
Fixed conveyor builder tool can build multiple overlapping segments causing various issues
-
Fixed items inside devices got vaporized between sessions
-
Fixed electric locos keep playing engine sound on non-electrified rails
-
Fixed electrification tool highlight may stay after tool deactivation
-
Fixed custom category icons are rendered blue
-
Fixed error when generating palette for empty.obj
modding
-
.recipe
asset changed to support more than one output, also output probabilities can be set -
Added support for modding locales, names, and currencies
-
Main menu script mods are no longer automatically load all their assets, override
MainMenuMod.PopulateAssetExtensionsToLoad()
to control which assets to load -
Unity updated to 2021.3.11
Sep 16, 2022
0.87.2
The Minor Update patch notes
Click to expand
Check The Minor Update blog post for details.
gameplay
-
You can now rotate and scale decorations — it's time to get creative!
-
Inputs and outputs in devices are now fixed
-
Made renaming cities significantly more affordable
-
Trains that have both electric and diesel/steam engines now able to move on non-electrified rails
improvements
-
Builder window: Improved with categories, search, filtering, sorting, and view options
-
Builder window: Scroll to last placed building on open
-
Conveyors: Improved conveyor direction prediction logic — now it should require much less manual direction changes
-
Conveyors: Mismatching directions will be highlighted with special indicator, clicking on it will automatically fix direction
-
Conveyors: Devices now can be build closer to each other without need to demolish conveyors
-
You can now choose what budget items should contribute to displayed total
-
Fleet window: Added ability to mass release vehicles from depot
-
Fleet window: Added ability to mass cancel send to depot
-
Fleet window: Vehicles are sorted by name in the way human would expect (914)
-
New game window: Added search by mods
-
New game window: Added ability to toggle all mods
-
Mass replacement: Added ability to pause/resume and remove all current replacements
-
Mass replacement: Added ability to pause a replacement
-
Mass replacement: Replacement will preserve cargo if possible
-
Mass replacement: Reduced notification spam if vehicle can't find a depot for replacement
-
When placing a signal, distance to closest neighbors will be shown
-
Added highlight of non-electrified parts of the track when using electrification tool
-
Added option to configure world grid step
-
Added possibility to rename depots and labs
-
Added hint for supporter (yellow) drivers, mayors, etc.
-
Hitting F1 now will leave indicators on screen and hide other UI, to hide indicators as well press F1 once again
-
Clicking on the current research name in the Lab window will reveal the research in the tech tree
-
Vehicle units which is not compatible with the current consist won't be hidden but instead grayed out with informative message
-
You can now teleport to the passengers destination by clicking on their icon in the station window
-
Passengers weight reduced from 1t to 150kg
-
Routes are sorted by name in the way human would expect
-
Hotkeys on loading screens are now reflect user changes to bindings
-
Loading screens now show arbitrary messages instead of listing loaded assets
-
If game fails to load to main menu because of a mod, the mod will be automatically disabled, and game will be restarted
-
New asset load error window added providing extended info and actions based on context (like Verify files integrity or Go to Workshop page)
-
Added debug console (Ctrl+`)
-
New red banner will be shown at the top of the screen on critical errors, clicking on it will open the console
-
Improved windows auto-layout to prevent them from being partially obscured by other UI as much as possible
-
Set correct default currency and names for es, pl, sv, and tr locales
fixes
-
Fixed coupling issues with DB ICE 3 and other MUs
-
Fixed flipped engine with tender are displaying incorrectly
-
Fixed task units can't be changed after other units were removed and task became locked to inexistent unit
-
Fixed Plant trees tool always places only the first possible decoration for this biome
-
Fixed game freezes when selling huge amount of vehicles at the same time
-
Fixed modern vehicles can be sent or copied to tier 1 depots
-
Fixed vehicles can be replaced to modern ones in tier 1 depots via mass replacement
-
Fixed 0-sized buildings can be placed in closed regions
-
Fixed world grid rendering on Radeon cards
-
Fixed world can be scrolled through Vehicle window Details tab background
modding
-
You can now choose what pack to load in Asset Editor to significantly improve load times
-
Added
.category
asset which is used by builder window to categorize buildings -
Decorations now can be animated
-
Building liveries now can have different displayed names: use
uri#livery_name:DisplayName
format -
Spot lights now can be rotated
-
Added smokes support for trucks and buses
-
Conveyor max length now can be set in asset
-
Direction of devices inputs and outputs are now strictly set in assets
-
Asset URIs are no longer case sensitive
-
Fixed rare case where StorageNetworkBuilding siblings not marked dirty on built (thanks Nebruzias!)
-
0Harmony.dll updated to 2.2.2
-
Added Font Awesome 6
-
Unity updated to 2021.3.9
Mar 07, 2022
0.87.1
Click to expand
improvements
-
New game Mods tab facelift
-
Mods now can have custom settings exposed to the player in the Mods tab of the New game window
-
Added notification setting allowing to choose frequency of unprofitable warnings or disable them completely
-
Added separate ambient volume slider
-
Added accessibility option to disable camera affects (chromatic aberrations, etc)
-
Added three dots menu with options to force disable a mod, open its Workshop page, or reveal mod's directory
-
Mods now can be globally disabled - helpful if a mod breaks something in the main menu, but you still want to be able to load saved games with it
-
Added
-safe
command line argument allowing to skip loading mods -
Slightly optimized rails and roads mesh generation
fixes
-
Fleet window: Fixed routes sort by name
-
Fixed modern vehicles could be towed to older depots
-
Fixed HQ indicator visibility was tied to the lab indicator visibility
-
Fixed wrong rounding in passenger spawn calculation (768)
-
Replacement window: Fixed add replacement button could be blocked by other UI on low resolutions
modding
-
Added support for Workshop tags (docs)
-
Added support for mod dependencies (docs)
-
Added support for mods running in the main menu - Check the
MainMenuMod
class -
Added
SettingsControl.AddToggle()
overload which adds switch toggle -
Added
SettingsControl.AddButton()
overload with font icon instead of text -
Unity updated to 2020.3.31
Dec 22, 2021
0.87
Mass vehicle replacement, no more teleportation to depots, saves cloud sync, and more!
Click to expand
Check the blog post for details.
gameplay
-
Added mass vehicle replacement! Choose what kind of vehicles on what routes should be replaced, and let the game do the rest
-
Vehicles are properly going to depots now instead of just teleporting
-
Vehicle can be sent to the closest depot or to a depot of your choice
-
Also, there's an option to tow (teleport) a vehicle to a depot for a fee
-
City growth slowed down by 25 percent
improvements
-
Added Steam Cloud saves support
-
Space button now pauses the game by default (existing players might need to reset their key bindings)
-
Added a separate horn volume slider to the Settings
-
Analytics: Added button to Settings which opens personal data management page to see what data are collected or opt-out from collection
-
Fleet window: Added multi-select support with Shift or drag
-
Added 75, 144, and 240 Target FPS options to settings (893)
-
Display amount of enabled mods in the mods tab text in the New game window
fixes
-
Fixed wrong required population for industrial cities (844)
-
Fixed game fails to start if one of the saves is corrupted
-
Fixed rare case when train pathfinder ignores a one-way signal and then the train blocks the way at the signal
-
Fixed rare issue where storage buildings keep interacting even if they are disconnected in UI
-
Fixed Plant Trees Tool plants only one kind of biome trees
-
Fixed Vehicle station window doesn't properly reflect when a serviced vehicle's route changed
-
Fixed invalid calculation of velocity on slopes in some cases (890)
-
Fixed refitting a vehicle causes a "cash paid" sound, even though it's free (202)
-
Fixed scroll not working when cursor is in between cards in the City window on the Demands tab
-
Fixed translations % of completeness is calculated wrong in-game
modding
-
Added
WorldGeneratorManager
which allows swapping the vanilla worldgen with customIWorldGenerator
implementation -
Fixed
AssetHandlerImportCompleted
callback was not called for the last asset handler -
Fixed mods do not always load in the same order (crucial for some script mods which are dependent on other mods)
-
0Harmony.dll
updated to the latest version -
Unity updated to 2020.3.25
Jul 01, 2021
0.86.1
Quality-of-life improvements and fixes
Click to expand
While we keep working on new features - such as mass vehicle replacement - there's a new intermediate update featuring a bunch of quality-of-life improvements and fixes.
improvements
-
Added ability to remove routes directly from the station window (useful when a station is removed but stays because of empty routes referencing it)
-
Updated routes appearance and functionality (rename, show all vehicles) in the station window to match other places
-
Added a warning indicating that a train can't reach a destination because of a one-way signal on its way
-
Station window: Added and changed some texts to more clearly indicate stations' purpose (addressing 475)
-
Routes are ordered by name now
-
Mod descriptions with custom formatting now properly displayed in the in-game browser
fixes
-
Fixed save dialog become broken after trying to save with an already occupied name
-
Fixed TNT explosion applies soot to liquids
modding
-
SchemaVersion
now can be used in script mods -
Unity updated to 2020.3.12
May 12, 2021
0.86
Rail signal block visualization, rename cities, and more!
Click to expand
gameplay
-
You can now rename cities! But it comes with a price
-
Stores now can demand copper ore
-
Passenger C-Liner moved to Heavy Diesel Engine II research
improvements
-
Added rail block visualization! Should help you to more easily understand how rails are separated in blocks by signals, and why is this exact signal is currently red
fixes
-
If you have a custom road station from a mod and your game can't save, please check with the mod author to make sure they've updated the mod for the latest versions of the game - if so, just rebuild the station to fix the error
-
Fixed incorrect game speed labels in control settings
-
Fixed full refund for signals
-
Fixed yet to be bought vehicles increase company value
-
Fixed stores can be demolished by landscape flattening below their level
modding
-
Stops and indexes of tracks outside road station bounding box are ignored now to prevent errors when such tracks get removed - the size of a road station should incorporate all its tracks
-
Fixed item prices lower than 0.5 get rounded to zero
-
Unity version updated to 2020.3.7
localization
-
Added Traditional Chinese language
-
Added English (United Kingdom) language
-
Added English (Australia) language - right now it's the same as English but has another date format, default currency, and names
-
Added English names
-
Added CZK currency
Apr 24, 2021
0.85.1
Full refund while the game is paused, addressing auto cargo selection issues, and more!
Click to expand
gameplay
-
Full refund while the game is paused
-
Changed how auto-storages work: now storage locks to the specific type of cargo after the first item is loaded to the storage, and doesn't go back to Auto after unload
-
Added ability to manually refit a vehicle unit at any moment from the Details tab of the Vehicle window
-
Added Canadian, Korean, Portuguese, and Swedish names
-
Changed Korean date format
improvements
-
Cargo type picker: Added a tooltip to Auto mode describing how it works
-
Option to disable reducing of the game speed when critical notifications occur
-
Buy vehicle window: A vehicle can be renamed even before buy by clicking on the window title
-
Buy vehicle window: Added a tooltip about holding Shift to apply cargo type to all units
-
Buy vehicle window: Automatically set cargo type if units were filtered by specific cargo
-
Fleet window: Added ability to sort by name
fixes
-
Fixed yet to be bought vehicles are counted to company statistics
-
Possible fix for error when editing key bindings
-
Fixed trucks could be sent to rail depots, and vice versa
-
Depot window: Fixed list of cargo not updated after vehicle configuration
-
Fixed main menu Continue button doesn't react if save was removed
-
Fixed demand price delta disappears on non-100% UI scale
-
Fixed incorrect CHF exchange rate
-
Fixed recipe picker window didn't close on device demolishing
-
Fixed freight road station had a luminescent door frame
-
Fixed route filter with many items doesn't fit the screen
modding
-
Unity version updated to 2020.3.5
Apr 15, 2021
0.85
steam early access
wipe
Steam Early Access release full changelog is here!
Click to expand
We still can't believe this but the game is really coming to Steam Early Access on April 15th. And here's the full - pretty huge - changelog for this update (compared to the Itch version aka 0.84.1).
Enjoy!
gameplay
-
Auto-storages - vehicles and storages now accept cargo without the need to manually choose the exact type of cargo. You can still lock it to the exact type if this is essential for your configurations
-
Added a simple tutorial to guide the player through the first steps in the game
-
Your company will go bankrupt in 3 months of negative money balance in a row (can be switched off in difficulty settings when creating a game)
-
Changed city growth dynamics algorithms
-
Changed demands pricing algorithms
-
Base resources with no researched mines are now hidden from item pickers
-
Items which recipes have not researched yet is now hidden from item pickers
-
Lab internal logic reworked for more clear flow
-
Mines and devices can be disabled
-
Some mines can't be built next too close to each other anymore
-
Added brand new conveyor device - filter!
-
Headquarters now colored in company color
-
New models for mines, labs, devices, stations, terminals, and warehouses
-
Added many new buildings to cities
-
Added points of interest to cities (parks, churches, etc)
-
Most of the current buildings graphics are reworked
-
Added semaphores
-
Added buses
-
Added new bigger warehouse
-
Added old looking warehouses
-
Added new modern depot - modern vehicles could be bought only there
-
Added new modern lab
-
Added old looking stations
-
Added passenger stations and bus stops
-
Added city hall which visually upgrades with city growth
-
Added arctic liveries for HQ
-
Added a new biome: Savanna
-
Added Australian cities and names
-
Added PLN currency
-
Added AUD currency
improvements
-
Added Steam Workshop support!
-
You can now enable and disable mods in saves - at your own risk
-
Brand new UI for setting up a vehicle's schedule
-
Subtasks (tasks to do at a specific station)
-
Reorder tasks with drag-n-drop
-
Option to mark station in schedule as non-stop (pass through without stop aka waypoint)
-
Option to force turn around on station
-
Option to enable back and forth schedule traversing (useful for passengers)
-
Added "Wait for N seconds" order
-
Added orders presets for common tasks
-
Improved UI for trains consist
-
Hold Shift to pick many destinations at once
-
Empty routes don't get removed anymore (you can remove them from three dots menu in route picker)
-
New route picker allowing to remove a route or see a list of vehicles attached to it
-
Units picker now shows storage information
-
Added UI for warehouses
-
Added UI for all devices
-
Added UI for mines
-
Overhauled City window overview tab, now it shows the health of city systems at a glance
-
Reworked demands tab
-
Overhauled demand window (now it's Store window)
-
Store window: Click on the demanded item to reveal research or deposit of origin
-
Store window: Prevent business from closing button now shows the amount of days left before a business goes bankrupt
-
Tech tree: Click on research requirements to reveal item origin
-
Tech tree: Hover over a recipe to see its full details: requirements, time, and related device
-
Allow setting custom saves directory in Settings.json (
SavesDirectory
property) -
Added tool to clean items from conveyors
-
Shorter conveyor caps on all devices
-
Conveyor connectors now take less space
-
Right-click to cancel laying out rails, roads, and any other tool (can be disabled in settings)
-
Ignore signals button now automatically toggles off after the first signal is passed
-
Added voxel grid overlay while building which helps not only with measuring and alignment but also improves readability of change of terrain heights
-
Vehicles can be sent into to depot by clicking on the depot window
-
Repay maximum available part of the loan with Shift
-
Added blinking warning to demand indicators if the customer is on the verge of bankruptcy
-
Added blinking warning to demand indicators if the customer is oversupplied
-
You can now change the number of notifications coming from businesses: switch between All, Supplied only, and None by clicking on the cog icon in the notifications list
-
Added notification when a customer is oversupplied (can be disabled in the notification settings)
-
Mute vehicle notifications button added to vehicle window header controls
-
Game speed will be set to normal when critical events (with red notification) occur
-
Demand notifications now contain notice if the requested item should be first unlocked by research or it can be obtained from a region that is locked yet
-
Added "Locate building button" to all suitable windows
-
Click on the window header to rename a building or a vehicle
-
City generation now tries to avoid empty space between buildings
-
City generation is now aware of some buildings should not be placed next to each other
-
Cities now avoid building parallel roads too close to other roads
-
Cities now can flatten land to build houses
-
New items pickers everywhere (filters, storages, etc)
-
Smokes now appears darker at night (as it should be)
-
Depots naming is now consistent with other buildings
-
Ignore signs toggle button now untoggles when a vehicle was disabled or sent to a depot
-
All houses now a probability to have all windows off at night
-
The recipe picker is now auto resizable
-
Show placeholders for locked recipes in recipe pickers
-
Vehicle unprofitable notification period now counts from the moment the vehicle was released from a depot
-
Added visibility setting allowing to toggle off vehicle indicators separately from warehouse indicators
-
Lab window updated with new progress bar based UI for required resources
-
Clicking the locate button will highlight the building indicator to better indicate what building exactly it is
-
The game will open similar windows on the same tab as already opened to ability quickly compare information
-
Opened windows now try to open next to each other instead of just overlaying
-
When placing signals, a tooltip will be shown, indicating if this signal will be one-way or two-way
-
Added ability to auto-place signals on rails section with specified spacing
-
Coal item appearance tuned to be better visible on conveyors
-
White mode now fades in and out with smooth animation
-
Improved indicators performance
-
Added running costs to all stats pages
-
Items pickers now get closed on Del
-
Added message to load game window if save file is too old and unsupported
-
Default rail station length is reduced to 65m
-
Added test slider control to settings for Render Quality setting
-
Render Quality setting could be reduced down to 10%
-
Right-click on warehouse or device to quickly choose cargo type of recipe
-
Depot window: Added information about vehicle's cargo
-
Main menu optimized to achieve the fastest load times possible
-
Added welcome window with helpful links to the main menu
-
Reduced time game takes to quit
-
Improved pathfinding performance in some cases
-
You can see mod details from the mods tab by clicking on the question sign
-
You can now open tech tree from the Research management window without the need to build a lab first
-
Added rear view to Ride your vehicle camera
-
Added 'Continue' button to the main menu allowing you to quickly load the last saved game
-
Hover over the question icon when building a lab to see its efficiency
-
Hover over the question icon when building a warehouse to see its loading and unloading times
-
Added overlay Please wait... message while the region is unlocking
-
Added progress bar to loading screens
-
Added notification on first business supply
-
Fixed camera jumps after game save or region unlock
-
Fixed cities in starting region can demand advanced products in some cases
-
Added toggle fullscreen hotkey (Alt+Enter by default)
-
Tuned depot and tracks highlight colors to be in line with other tools
-
When some asset is missing the game will show its URI instead of just numeric id
-
Automatically demolish city buildings when building over them
-
Auto-select buildings to build - no more extra clicks when you just want to build a road!
-
Roads and rails do not contribute to buildings count in the company window anymore
-
Conveyors reimplemented to squeeze some extra frames per second in the late game for you!
-
Hide cursor in free camera when playing recorded timeline and UI is hidden
-
Big thanks to the community member scailman for the help with most of the new models!
fixes
-
Fixed trains consist UI in the vehicle window does not properly react on changes in consist
-
Fixed Bulldoze typo
-
Fixed item pickers do not close with parent window on ESC
-
Fixed regression where middle mouse button click to close window stopped working
-
Fixed indicators can disappear in some rare cases like rapid window resizing
-
Fixed indicators can appear above windows in some rare cases
-
Fixed game fails to load if Settings.json is corrupted
-
Fixed 'double click to follow vehicle' triggered with fast click on two different vehicles
-
Fixed trying to build free building still shows 'Can't build' tooltip
-
Fixed Steam filter can't be untoggled in the buy vehicle window
-
Fixed cursor can stay in the blocked state when hovering over UI
-
Fixed conveyor flip tool has no sound
-
Fixed trying to switch to another tool while laying out rails or roads will not result in tool change
-
Fixed other region can disallow removing your buildings if they are too close to a border
-
Possible fix for trains could stuck on chain signals
-
Hidden research no more counted on the victory screen
-
Fixed moving to depot task status not displayed in some cases
-
Fixed incorrect positioning of vehicle's wheels in some cases
-
Fixed error after sending vehicle with an active warning to a depot
-
Fixed save can't be loaded if there're any wrecked vehicles in the world
-
Fixed rare error when building stations
-
Fixed camera jitter when following vehicles
modding
-
.regularrailsignal
->.railsignal
-
.depositrecipe
->.deposit
-
.citydemandrecipe
->.citystorespawninfo
-
.capacities
->.storages
-
.heapcapacities
->.heapstorages
-
.stackcapacities
->.stackstorages
-
.house
asset replaced with new.store
asset -
Added
Deinitialize()
callback toMod
-
Added support for smokes and animations in labs
-
Houses and decorations now have automatically calculated prices if
Price
property set tonull
-
Added various properties to control spawn of buildings based on desired density or city status to
.citybuildingspawninfo
asset -
Exposed
VelocityMultiplier
to.smoke
assets -
Vehicles can be locked to specific depots using tags - notice that you need to add proper tags to your vehicles so they are available in the correct depot
-
Added
.cityhall
asset -
Added biome tags which currently used to determine if building or industry (demand) should spawn in the biome
-
New
NightLiveries
property replaced_night_1
convention for night liveries -
Added
RequiresDeposit
property.mine
allowing to untie mines from deposits and build them anywhere -
Added
Spacing
property to.mine
asset which could be used to prevent building mines too close to each other -
Station range is exposed to
.*station
assets viaRange
property -
Stations now can have no platform
-
Station platforms now can be arbitrary width
-
Added support for asymmetric stations: see new
LeftPlatform
,RightPlatform
, andMirrorLeftPlatform
properties -
Added
SaveManager.LoadingMetadata
andSaveManager.SavingMetadata
properties allowing to get the information of currently loading or saving game from script mods -
The game now comes with
0Harmony.dll
included so you don't need to bundle it with your mods -
Added BuildingUIManager which allows opening custom windows when clicking on custom buildings
-
Asset editor: Added clickable list of palette colors
-
Asset editor: Default palette now generated with more distinctive colors instead of just cyan and magenta
-
Asset editor: Added support for adding and editing mesh variants!
-
Asset editor: Added company color support!
-
Asset editor: Added 8x8 palette support: you can now use up to 64 colors per model!
-
Asset editor: Copying and pasting color now copies other material properties as well
-
Asset editor: Quickly cycle through assets with Left and Right
-
Asset editor: Quickly cycle through variants with Up and Down
-
Asset editor: Improved overall asset editor performance
-
Asset editor: Add and name color presets
-
Tutorials can be added via script mods - you can make guides for your own mods or just make a mod that adds another in-depth tutorial for the base game
-
Unity version updated to 2020.3.2
Jun 06, 2020
0.84.1
Click to expand
fixes
-
Asset Editor: Fixed regression where user can't edit hex color, modifier buttons stopped working
-
Fixed devices "destroy" products from the second input without consuming if selected recipe requires only one input product
Jun 03, 2020
0.84
Remappable controls, plus a bunch of improvements and fixes!
Click to expand
One less card on the roadmap before Steam Early Access!
gameplay
-
You can't sell to locked regions anymore
-
Level of demand is not visible anymore for businesses in locked regions
improvements
-
Added remappable controls to settings
-
Improved main menu loading times
-
Game version can be copied from settings
-
Vehicle now can be copied from station and vehicle windows, besides from depot, fleet window, or picking vehicle in the world
-
Automatically show contents of storage buildings (warehouses, mines) in range when building stations or other storage buildings, or while picking vehicle destinations
-
Translators added to credits
-
Reduced labels brightness at night
-
Asset Editor: Make object picker fill the screen, updated its appearance, and fixed some UI issues
-
Asset Editor: Eliminated huge lag when switching from picker to object or back
-
Added cheat menu to warehouses (activated by left+right click)
-
Adjusted Walk Mode camera height
fixes
-
Fixed regression where tracks can't be locked behind a research
-
Fixed possible errors if a mod has no description
-
Fixed possible errors while trying to delete or update script mods
-
Fixed player can install mod even if a local folder already exists, causing their local files to be overridden
-
Fixed transformers in cities can't be clicked
-
Fixed memory leak in vehicle schedule tasks
-
Fixed credits positioning depends on UI scale
modding
-
IMod
interface replaced withMod
class, so mod creators don't need to implement all callbacks, and new callbacks can be added over time -
OnUpdate()
callback added -
Initialize()
callback added allowing to execute custom code before assets are loaded; this, in particular, allows to register custom asset handlers -
Official samples updated to reflect these changes
-
Overload new
AllowConnectors()
method to allow your customStorageBuilding
to work with conveyor connectors -
The game now checks for
.pdb
files for script mods to display correct line numbers in logs -
mod.json
now gets reformated after the mod is installed to ensure it's fully compatible with JSON parsers (see bugtracker#128) -
Demo/presets.json
replaced withAssetEditorPresets.json
in the AppData
localization
-
Added Swedish and Romanian languages
-
Added SEK and RON currencies
May 17, 2020
0.83
Mod Browser upgrade and Walk Mode! 🚶♀️
Click to expand
gameplay
-
Added simple Walk Mode G to Free Camera F9. Now you can explore your empire on foot!
-
Hint: if you didn't know yet, you can toggle UI with F1
improvements
-
Mod Browser revamped in preparation for Steam Workshop integration
-
You can now install, remove, or update mods simultaneously
-
Added an option to stop 'unprofitable' notifications per vehicle, you can find it under three dots menu in vehicle window
-
Added ability to lock mouse cursor in Free Camera
fixes
-
Fixed wrong vehicle window title if vehicle is wrecked
modding
-
pack.json
renamed tomod.json
-
Mods now should have square previews of size at least
512x512
, as they will be presented on Steam Workshop -
Added publish checklist window that will let you know if some requirements are not met and mod can't be published
-
New guide by scailman is available: Creating a small production chain
May 12, 2020
0.82
Building tools UI is finally here!
Click to expand
improvements
-
Added building tools UI — you can now visually choose from different types of stations, rails, roads, etc.
-
Also, it exposes controls for the building process of stations, rails, roads, conveyors, bridges, and tunnels, which previously were available only via hotkeys
-
Hotkeys moved to the right edge of the screen and have their appearance updated to make them more discoverable
modding
-
Deposit names can be customized using
#DisplayName
convention
localization
-
Added CHF currency
-
Added Swiss German language (currently it's the same as German, but choosing this will display money and other numbers as expected in Switzerland)
Apr 25, 2020
0.81
Shuttle trains support, plus other minor improvements and fixes
Click to expand
Trains now can switch direction without turning around in place! Switching takes much less time; however, if a train doesn't have a cab facing in the moving direction, its maximum speed will be greatly reduced.
This vastly changes how you play with Turn around allowed difficulty option disabled. Please give this renewed mode a try!
gameplay
-
Added shuttle trains support!
-
Trains now can switch direction without turning around in place
-
If a train doesn't have a cab facing in the moving direction, its maximum speed will be greatly reduced
-
Some cars have cabs on boths sides, while other on one side only, so consider this when building your consists
improvements
-
Add click sounds to context menus
fixes
-
Fixed grass continue to grow on pause
-
Vehicle unit picker: Fixed units can't be filtered by Set type
-
Company window: Fixed company name disappears on some non-100% UI scales
-
Fixed regression where global shadows can't be turned off
-
Fixed regression where Português-Brasil localization displayed untranslated strings
modding
-
Added
Cab
property to.trainunit
asset that can be set toNone
,Front
,Rear
, orBoth
-
Modding documentation moved to the new docs.voxeltycoon.xyz portal
localization
-
Added Hungarian language
-
Added Danish language (work in progress)
Apr 07, 2020
0.80.1
Click to expand
Please read Next stop: Steam Early Access
improvements
-
Device recipe picker received a visual update
-
Made mods gallery window to fill the whole screen
-
Mods no longer can be installed or updated if the current version of the game is older than the one used to publish a mod
-
Improved performance of complex UI in some cases
fixes
-
Fixed a city can shamelessly remove Headquarters
-
Fixed wheels weird rotation when a car is moving uphill or downhill
-
Fixed legacy saves can't be removed or shared
modding
-
Added
BuilderToolManager
allowing to register custom builder tools -
Tracks and depots now can be locked behind a research
localization
-
Added some missing localizations
Mar 30, 2020
0.80
Headquarters Update! Also, this is the last major update before the Steam Early Access release!
Click to expand
That's right! A few pretty massive things that are separate us from the Steam EA release - like passenger transportation or Workshop integration - are currently in the works, and we are completely focusing on them from now on. Stay tuned for details.
Exciting times!
gameplay
-
Added Headquarters! Build it to take a look at your company performance, upgrade Headquarters level, and gain additional profits from local customers
-
Added brand new Company/Headquarters Window! Available at the colorful button at the bottom left corner of the screen, or by clicking on the Headquarters building
-
A company now have a value
-
You can now toggle customers at the station window to suspend selling to some of them
-
You can now control how station interacts with each warehouse (limit to load/unload only, disable completely)
-
Added notifications when a vehicle is making no profit - for example, stuck in a traffic jam or has the wrong schedule
-
Added experimental Object Information tool that shows generic information about game objects, more specific details per object will be added later
-
Added some new metrics to win game screen
-
Game Settings moved to the in-game menu (top right corner)
-
The official Infinite Resources mod is available in the mod gallery
improvements
-
You can now see station length in the station window
-
New game parameters - names, currency, world generation, difficulty, selected mods - are no longer getting reset to defaults every time
-
Selected rails, roads, and conveyors are no longer getting reset to default ones every time laying tools opened
-
Electrification state is no longer gettings reset every time rail laying tool opened
-
Hold Shift to borrow/repay all
-
Made buildings highlight look more distinguishable at night
-
Money cheat menu Set action now set exactly provided value instead of adding it to the current amount
-
Save files now have
.sav
extension to clearly indicate their purpose -
Day/night transition duration changed from 5 to 10 seconds
fixes
-
Fixed night may be forced in the main menu
-
Fixed huge amounts of money could overflow
modding
-
Added
.json
asset handler -
Added
.headquarters
asset -
Added property
ItemsUri
to.strings
asset, allowing extract items to json dictionary to simplify the localization process -
Added properties allowing to set min, default, and max length and width of rail stations
-
Exposed
Toolbar.AddButton()
API allowing to add custom tools to the toolbar -
Newly added InfoTool tool uses the new Toolbar API, and also might serve as a simple example of how to implement your own tools
-
Removed legacy asset converter (pre SDK2.0)
localization
-
Updated Italian names
-
Updated Spain names
Dec 27, 2019
0.79
Day/night cycle, C# modding, and a bunch of other improvements and fixes in the last update this year!
Click to expand
gameplay
-
Introduced the day/night cycle (can be disabled in settings)
improvements
-
Fleet window: zero profits now shown in black
-
Fleet window: cargo tooltip now shows both count and capacity
-
Fleet window: added sort by consist and cargo
-
Fleet window: added possibility to reverse the sorting
-
Fleet window: sort by name replaced with sort by buy date
-
Items now ordered by complexity in cargo and capacity pickers
-
Added setting allowing to lock the cursor to the game (suggestion #91)
-
Updated deciduous forest ambient sound to make it less noisy
-
New save file format: just one file per save instead of three
fixes
-
Asset editor: fixed regression where toggle with no icon render shifted
-
Fixed wrong names for buildings in the arctic biome
modding
-
Added basic support for C# mods!
-
Added lights support to most buildings
-
Added mesh variants to
.obj.meta
allowing to specify color variations of the same mesh -
Added liveries support to most buildings
-
Added possibility to specify night liveries to be applied to a building at night
-
Asset editor: save palette editor expanded state between runs
-
Asset editor: save light mode state between runs
localization
-
Added some missing localizations
-
Updated Turkish names
Dec 04, 2019
0.78
Mass vehicle management is finally here! Also, there's a new biome, and more!
Click to expand
gameplay
-
Added brand new Fleet Window! Finally you can see all your vehicles at a glance, massively send them to depots and assign routes
-
Added new biome: Deciduous Forest
-
Updated appearance of buildings in Arctic biome
improvements
-
Double click on vehicle in Station Window to automatically follow it
-
Decorations palette window no more automatically close after decoration was placed
-
Cargo filter picker at Buy Vehicle Window now has 'Any cargo' item allowing to reset filter
-
If the game was in background while loading then taskbar icon will flash after the loading is completed (Windows only)
-
Also, taskbar icon will flash on important in-game events, such as vehicle collisions or research completed if the game was in background at that moment (Windows only)
-
Tuned Pro Tips popup appearance, added explicit close button
fixes
-
Fixed error appearing when vehicle was set to arrive to specific tracks on a station and then that station has been replaced by one with fewer tracks
-
Fixed regression where vehicles keep produce sounds on pause
-
Fixed some tools may stay active after player trying to untoggle them by clicking first-level toolbar
-
Fixed camera might fail to follow vehicle if it was in depot and instead it would fly to random position
-
Fixed task type picker stays visible after vehicle window was closed by ESC and might cause game errors if clicked
-
Fixed Pro Tips on loading screens do not fit the screen on low resolutions or high UI scale values
-
Fixed regression where Pro Tips missing on loading screens
-
Fixed dialogs with three or more buttons rendered incorrectly
modding
-
Added
Biomes
property to.citydemandrecipe
asset that allows to restrict spawning of demands to specific biomes -
Added
Biomes
property to.citybuildingspawninfo
asset that allows to restrict spawning of city buildings to specific biomes -
Added
SpecificBuildingsOnly
property to.biome
asset that allows to prohibit spawning of demands and city buildings that are not explicitly tied to this biome -
Added
Hidden
property to.biome
asset that allows to exclude biome from world generation -
Added
Optional
property to.patch
asset. If set, it will skip patch command without failing if target asset is not present -
If asset ids collide for some reason (for example, asset with the same name located in the same pack), the game will show error message detailing what assets are causing problem and where they are located on disk
localization
-
Added Norwegian language
-
Added NOK currency
Sep 12, 2019
0.77
World generator settings, win game screen, new modding capabilities, languages, and more!
Click to expand
Due to significant internal changes in preparation for passenger transportation, this build may contain more bugs than usual. Please report any occasion to us!
gameplay
-
Added more new game settings allowing to set up some properties of world generation, like regions size or terrain flatness
-
Congratulations window added with some stats that are shown when the final research is completed
improvements
-
Coal and iron mines placeholder models replaced with unique appearances
-
Deposits now visually depleting (new games only)
-
Labels of completely depleted deposits now disappear (new games only)
-
You can now choose what mods will be enabled when starting a new game
-
The game now tracks list of mods per save and shows an informative message if some of the mods are missing
fixes
-
Fixed detached indicators flying around
-
Fixed error when sending a vehicle to the depot after the game was loaded on pause
-
Fixed demand window opens on the right click
modding
-
Added possibility to modify other mod assets (including base game) with the brand new
.patch
asset (documentation) -
pack.json
is now mandatory for a mod to appear in-game -
Added
Goal
property to.research
asset indicating that Congratulations window should be triggered
localization
-
Added Thai and Slovak languages
-
Added THB currency
Aug 15, 2019
0.76
Vehicle stations replacement, new train Turn Around task, new languages, and more!
Click to expand
gameplay
-
Vehicle stations can be replaced after removing while preserving existing schedules
-
New Turn Around task can be added to the schedule to force the train to turn around on station instead of moving forward and take a longer path
-
Added Japanese, Chinese, and Bulgarian languages
-
Added Japanese (Romaji) and Bulgarian city names
-
Added CNY and BGN currencies
improvements
-
Added option to choose the colorblind friendly color scheme
-
Added option to disable lowering music on pause
-
When clicking on a vehicle in the station window it will be automatically followed
fixes
-
Fixed unexpected error while replacing trucks and trains in the depot
-
Fixed highlight error when picking routes under certain circumstances
-
Fixed vehicle can't be sent to a depot on pause
-
Fixed an error can block all vehicles from moving in some cases
-
Fixed camera can't focus objects while following vehicles
modding
-
Added
.theme
asset to allow theming of some game colors (more colors will be added later)
Aug 02, 2019
0.75
Brand new Station Window, up to 40x pathfinding performance improvement, new languages, and more!
Click to expand
In this update, we have significantly optimized the pathfinding system. Beside performance gain, this should fix annoying issues where vehicles randomly get lost without obvious reasons. If you notice something odd with how vehicles behave now please let us know!
gameplay
-
Added brand new Station Window where you can see businesses and buildings in range, as well as vehicles arriving there
-
Refit duration now depends on the number of wagons to refit
-
Refit duration increases if a vehicle is significantly longer than a station
-
Added the Italian, Korean, and Serbian languages
-
Added the KRW and RSD currencies
-
Added Polish city names
improvements
-
Up to 40x faster pathfinding compared to the previous version of the game
-
Trucks now dynamically recalculate their path to better avoid traffic jams
-
Reduced CPU usage while the game is paused
-
Demand indicators now clickable
-
Windows can be closed with a middle mouse button click
-
UI scale is now autodetected based on screen DPI
-
Added icon to Pro Tip window
-
Capacity picker is no more shown when clicking on mines and sawmills
fixes
-
Removed mystical signals that could be found underground or underwater
-
Fixed buildings can be removed in locked regions
-
Fixed regression where progress ring not shown when a vehicle is moving to depot
-
Fixed long vehicle names can hide reconfigure button in the depot window
-
Fixed notification dates disappear on non-100% UI scale
-
Fixed configure vehicle window stays open if a vehicle was sold
-
Fixed rare internal error on city growth
-
Fixed vehicle unit picker placeholder missing localization
modding
-
Stations can be unlocked by research
Jul 19, 2019
0.74
Refit task, more languages, bug fixes, and many more!
Click to expand
gameplay
-
New task type added: you can now refit vehicles on stations to transport different cargo types with one vehicle
-
Added Spanish language
-
Added Czech, Spanish, Italian, Turkish, and Argentinas city names
-
Added TRY and ARS currencies
improvements
-
Last chosen company name and color now preserved in new game window
-
Added option to enable playing game audio when the game is in background
-
Added Discord Rich Presence support
-
Added option to turn off landscape shadows separately from global shadows
-
Minor conveyor rendering performance improvement
-
Minor loading time decrease on slow hard drives
fixes
-
Fixed weird road overlapping on intersections
-
Fixed vehicles may start loading cargo before reaching a destination if this destination was changed by player
-
Fixed cities trying to build disconnected roads
-
Fixed vehicles keep produce sounds on pause
-
Fixed game assets may become corrupted if the game was closed during loading
modding
-
Asymmetrical tunnels now supported
-
Added support for CSV localization assets
Jul 11, 2019
0.73
Signals indication, pro tips, bug fixes, and many more!
Click to expand
gameplay
-
Added Pro Tips! You can access them by clicking the new button in the top right corner. They are also shown on loading screens
-
Added indicators for signals that show the direction (one-way, two way) of the track and the current state of the signal
-
Added signal builder tool window where you can visually pick which type of signal to build
-
Added Português-Brasil and Turkish languages
-
Added UAH, KZT currencies
-
Added Ukraine city names
improvements
-
Updated picker of units to which load/unload task should apply: now it shows all units including locomotives and indexes of units
-
Route and unit pickers now scrollable if they do not fit the screen
-
Added option to rename route (you can find under the three dots button in vehicle window while there's no route management window yet)
-
Added setting to disable edge pan
-
Added setting to enable Ambient Occlusion (experimental)
-
Added setting to disable cloud shadows (useful when recording GIFs)
-
Added setting to invert scrolling and zoom direction
-
Conveyor mesh slightly simplified
fixes
-
Fixed rare "Object reference not set..." error preventing loading saved games
-
Fixed signals inside truss bridges or tunnels can't be removed
-
Fixed poles not placed on bridges when electrifying rails
-
Fixed vehicle reconfigure window shows an incorrect vehicle name
-
Fixed money text can disappear on non-100% UI scales
-
Conveyor buffer removed as outdated and will be replaced with proper conveyor devices in the future
-
Fixed dialogs and opened windows sometimes may spawn not in front but behind other windows
-
Fixed huge explosions can break things (Black Column case)
modding
-
Signals now have Display Names
-
Signals now may be unlocked by research
-
WireHeight property is now working
Jul 04, 2019
0.72
Difficulty settings, UX improvements, bug fixes, and more!
Click to expand
gameplay
-
Added various difficulty settings to make the life a bit easier for you (or harder)
-
Previous level of difficulty can be obtained by playing on Hard
-
Added refunds for demolishing your buildings
-
Manufacturing research is now locked by default in a new game
-
Conveyor price and maintenance costs increased
-
You can no longer demolish businesses
-
Added German, Czech, French, Dutch, Polish, Portuguese languages (experimental)
improvements
-
Conveyor connectors moved into its own toolbar button
-
Added confirmation when you trying to demolish important buildings or structures
-
Improved game performance on 4x-8x speed
-
Maximum UI scale values raised up to 200%
-
Disabled Numpad keys by default
-
Game now always asks if you really want to quit to desktop from the in-game menu
-
Pause toggle now more responsible
-
Added green fill to Research Management button to indicate research progress
-
Added confirmation when going to Asset Editor from the in-game menu
-
Driver and Engineer now have separate localizations
-
Add orange company color
-
You can see the percent of localization completeness for experimental languages
fixes
-
Fixed game may stuck when changing vehicle destination
-
Fixed you can sell to businesses after they were bankrupt
-
Fixed save/load window fails to show if one of save metadata files was corrupted
-
Occupied vehicle station or depot can't be removed anymore
-
Rail depot now disallows inside signal placing
-
Fixed some text may disappear on non-100% UI scale values
-
Fixed signal prices weren't affected by inflation
-
Fixed missing display name for German city names
Jun 26, 2019
0.71
Click to expand
gameplay
-
Vehicle stations can be renamed now
-
Base demand prices slightly increased
-
Added German cities and names
-
German localization is hidden by default since it not properly tested yet
modding
-
Added
Hidden
property for.locale
assets
Jun 25, 2019
0.70
Click to expand
gameplay
-
Conveyor belt maximum length is now limited
improvements
-
When picking destinations, buildings of interest and demands connected with target terminal are now highlighted
-
Vehicles highlighted with route colors when copying
-
Route name is displayed in the tooltip when cursor is over the vehicle to copy
-
Double click on vehicles to follow
-
Updated filters behavior at vehicle unit picker window to be more predictable and become actually useful
-
Money indicator now shows company balance in red when it's negative
fixes
-
Fixed terraforming price was not affected by inflation
Jun 24, 2019
0.69
Click to expand
gameplay
-
Greatly simplified research organization and progression
-
Vehicles can be renamed now
improvements
-
Moved cargo filter at vehicle unit picker window from sidebar to window top to make it more noticable
-
Added tooltip that shows full list of capacities when you hover mouse above shortened capacities list at vehicle unit picker
fixes
-
Fixed profit popups visible in Ride Your Vehicle™ mode
Jun 19, 2019
0.68
Click to expand
gameplay
-
Added more diversity to demand prices
-
2x increase of loan interest
-
Inflation slightly increased
-
Locomotive prices slightly decreased
-
Vehicle running costs increased
-
Mines, depots, stations, and devices prices increased
fixes
-
Fixed issues with bridges removal
-
Fixed an issue where running costs not applied after game load
Jun 19, 2019
0.67
Click to expand
gameplay
-
Rail, road, and conveyor tunnel building reworked and integrated into usual track laying experience
-
Added road and conveyor tunnels, in addition to rail one
-
Building tunnels now costs money
-
Added separate research for freight cars
-
Rails II and Rails III researches now require stone instead of gravel
-
Increased costs of roads, rails, and conveyor building
-
Increased cost of building mines
-
Increased vehicle running costs
improvements
-
Added missing second-level toolbar icons
-
Conveyor related tools moved to separate first-level toolbar button
-
Localized social networks panel
fixes
-
Fixed meshes with some of UVs set exactly to
1.0
failed to load or loaded incorrectly -
Fixed social networks panel doesn't get hidden when going to credits
Jun 16, 2019
0.66
Click to expand
gameplay
-
Added 2 road bridges
-
Added conveyor bridge
-
Rail, road, and conveyor bridge building reworked and integrated into usual track laying experience
-
Building bridges now costs money
-
Next-tier bridges now should be unlocked by research
-
Rail electrification now should be unlocked by research
-
Passenger vehicles temporary hidden
improvements
-
Added brand new social networks panel at the main menu
fixes
-
Fixed you can't do free removals if you have negative money balance
-
Fixed game loading error reporting dialog rendered with wrong corners
modding
-
Dramatically increased maximum amount of
.obj
assets that can be loaded in game
Jun 08, 2019
0.65
Click to expand
gameplay
-
Added notifications on 50%, 75% and 100% deposit development
-
Cheats now toggled by Ctrl+Alt+C combination
-
Added cheat menu to money indicator
-
Backspace money cheat is removed
improvements
-
Added beta German localization by ZARazor91
-
Auto-resizable windows now update their height on screen size and UI scale changes
fixes
-
Fixed auto-resizable windows do not use full available vertical screen space on non-100% UI scale
-
Fixed input dialog field can have no text on non-100% UI scale
modding
-
Added
Beta
andDisplayName
properties to*.locale
asset. Beta locales do not participate in auto language detection
Jun 06, 2019
0.64
Click to expand
In this update, we've reworked rail, road, and conveyors laying tools. This should fix a lot of issues, but if you notice some new ones, please let us know via the issue tracker.
gameplay
-
Added HUD button to toggle Free Camera mode
-
Added simple UI for Free Camera animation editor
improvements
-
Double-click to complete tracks building
-
Paused state is now restored on game load
fixes
Jun 01, 2019
0.63
Click to expand
gameplay
-
Added experimental Free Camera which also features WIP animation functionality, toggle with F10
improvements
-
A new way to collect unused memory that should result in a smoother frame rate
-
Better performance when building rails and huge stations
fixes
-
Fixed missing scrollbar at Research Department window
May 31, 2019
0.62
Click to expand
gameplay
-
Added new notification when business was successfully saved from bankruptcy
-
Made TG HYRT explosive (since it hydrogen)
fixes
-
Fixed missing text on Fund Business button on non-100% UI scale
-
Fixed game may stuck if demand building was removed while station builder tool is active
-
Fixed game stuck in Ride Your Vehicle™ mode if a wrecked vehicle was removed while player riding it
-
Fixed any unit with Tank in name explodes on collision
modding
-
Added
Explosive
andExplosionForce
properties to.*unit
and.*capacities
assets to control if and how explosive cargo or unit is
May 29, 2019
0.61
Click to expand
gameplay
-
Copper moved to Tier 1
-
Trucks now can horn
-
You can use horn in Ride Your Vehicle™ mode by hitting Space
improvements
-
Updated depot window look and feel
-
Vehicle units in Vehicle Unit Picker are now sorted by price
-
Added controls cheat sheet for Ride Your Vehicle™ mode
modding
-
Added
Horn
property to.carunit
assets (same as in.trainunit
assets) -
Added sample
palette.png
tocontent/your_first_pack
directory
May 28, 2019
0.60
Click to expand
gameplay
-
Truck prices, power, and capacities adjusted
improvements
fixes
-
Fixed regression where profit popups were missing
May 27, 2019
0.59
Click to expand
gameplay
-
Mining now takes 3x more time
-
Demand limit and demand level progression slightly tuned
fixes
-
Possible fix for missing demand indicators
known issues
-
Profit popups that used to show when a vehicle sells goods are missing
May 26, 2019
0.58
Click to expand
gameplay
-
Added notifications on settlement status changes
-
Decreased chance that small buildings will replace huge one on city grow
-
Higher tier resource deposits are now guaranteed to spawn
-
Higher tier regions can have higher tier demands from the start
improvements
-
Builder window appearance tuned and supports autoresize
fixes
May 24, 2019
0.57
Click to expand
gameplay
-
Cities now can climb and descent hills
-
Mining research split to a few sub-researches
-
Added research difficulty setting, allowing to start with all research completed by default
improvements
-
Continue building rails, roads, and conveyors from the previous segment without additional clicks
-
Game language now autodetected by default
-
Added some missing localizations
-
Buildings palette windows now automatically close after building completion
fixes
-
Fixed double minus in money formatting
-
Fixed window tabs have weird colors when picking stations
-
Fixed some visual issues on UI scales greater than 125%
May 21, 2019
0.56
wipe
Click to expand
Due to major internal changes saves are wiped.
researching
-
You can run more than one research at a time
-
Researching now can be paused
-
Added Lab window where you can see available and required resources for exact lab
-
Research Management redesigned to show all labs and their research progress
gameplay
-
Added GBP EUR JPY currencies
-
Maximum city grow rate slightly decreased
improvements
-
Stations, depots, and devices can be built over or attach to existing rails, roads, and conveyors
-
Stations, depots, and devices now always built with proper end caps automatically
-
Added Strong Tilt-Shift option for beautiful screenshots
fixes
-
Fixed removing end caps costs money
modding
-
Added new
.currency
asset -
Slightly updated
.railstation
,.raildepot
,.roaddepot
, and.device
asset formats
May 13, 2019
0.55
Click to expand
important
-
Since this version, we use compression for save files. It showed pretty good results, but we haven't tested it on MacOS and Linux yet. So, if you're on one of these platforms, please let us know how it performs there.
gameplay
-
Preventing business from closing cost now depends on how close it to bankruptcy
improvements
-
Average save size drastically reduced (3x or more times, blame @Alego22 as usual)
-
Added coins sound when funding city grow or helping businesses
-
Updated appearance of Prevent business from closing button
fixes
-
Fixed game icon on Linux
May 11, 2019
0.54
Click to expand
gameplay
-
Brand new City and Demand windows, with a lot of information exposed to let you know what is happening under the hood
-
Possibility to fund new buildings in cities
-
Possibility to help businesses with money to temporary prevent them from closing
-
Updated city grow mechanics
-
Added mayors and business owners
May 01, 2019
0.53
Click to expand
localization
-
In this update, almost all of the UI is localized! If you notice any missing translations, or wrong texts, please let us know.
-
Also, we've set up a localization spreadsheet. If you can help to translate the game to your language, please feel free to contact us.
gameplay
-
Some tools now require researches to be unlocked
-
Tools that are not intended to be available in pre-alpha now locked
improvements
-
Tuned white mode appearance to make object details more distinguishable
-
Added Share action for game saves that compresses required files and reveals the archive in explorer
fixes
-
Fixed progress circle at vehicle window header is rendered with artifacts on non-100% UI scale
Apr 24, 2019
0.52
Click to expand
gameplay
-
Demand base price slightly increased
improvements
-
Added direction indication on conveyors
-
Improved stats tab at vehicle window
-
Added vehicle driver info (with a little twist)
-
Added missing supporters to credits
modding
-
Added new (mandatory) properties to
.names
asset
Apr 23, 2019
0.51
Click to expand
gameplay
-
Truck power, prices and capacities tuned
-
Added flatbed semi trailer
-
Demand volume slightly decreased and randomized
-
Item weights tuned
improvements
-
Added basic vehicle lifetime stats (like money earned) to Vehicle Window
-
Added setting to toggle music
fixes
-
Cities now can grow through truck terminals
-
Trucks don't use caps to avoid traffic jams
-
Fixed looped chain signal invalid color
-
Truck trains can't be built anymore
Apr 20, 2019
0.50
Click to expand
gameplay
-
Demands now have limited storages and can't be oversupplied infinitely anymore
-
Businesses growth is now dependent on city population
-
Cargo flow now evenly distributed between storages when loading from and unloading to vehicles
-
Reduced researches costs
-
Demand spawn probability now takes into account what deposits are currently available to the player
-
Decreased initial volume of city demands
-
More consistent vehicle prices and running costs
-
Slightly decreased deposit capacities
-
Moved some demands from early to mid-game
-
Reduced capacities of tier 1 wagons
improvements
-
Added length indication to Rail, Road, Conveyor and Pipe Builder tools
-
Updated loading screens layout
fixes
-
Fixed sound hell when you are close to many circular saws
-
Fixed lighting is disabled by default in asset editor
-
Fixed cheat indicator can't be clicked through
-
Fixed pink tint does not reset if copy vehicle tool was closed on ESC
-
Fixed main menu can spawn in weird locations which make it unusable (like on white snow or in mountains)
modding
-
If you want to use automatic vehicle price and running costs calculation for your vehicle, set
Price
andRunning Costs
fields tonull
-
Exposed Demand and DemandMultiplier properties to
.citydemandrecipe
, assets -
Changed
Meshes
property format of.rail
,.conveyor
, and.pipe
assets
Apr 17, 2019
0.49
Click to expand
important
-
We have upgraded the game to the latest Unity version. As a side effect, we found that very noticeable screen tearing may appear when VSync is disabled. If you experience it or any other new issues, please let us know. To workaround it, enable VSync.
gameplay
-
2X more resources in deposits
-
Added Allow trains turn around new game setting
-
Slightly reduced demand volume
-
TNT tool now available only with cheats enabled (blame @Alego22)
improvements
-
Show all required resources on research cards
-
Building rails tool automatically removes invalid signals
-
Visibility settings button now indicates that Alt mode is active
-
Do not close region details window after region unlock
-
Close notification log on Esc
-
Improved models for road intersections and turns
-
VSync is enabled by default
-
Added description for Gasoline Engine 2 research
-
Added some missing localizations
fixes
-
Fixed trains do not turn around to find a new path
-
Fixed some issues related to indicators
Apr 15, 2019
0.48
Click to expand
gameplay
-
Added new truck tier: Gasoline Engine 2
-
Added new L 10 truck with all variations
improvements
-
Setting world seed is fully implemented. You can now create identical worlds with same seed values
-
Game settings window is localized
-
Added Release All and Sell All action buttons to depot window
fixes
-
Eliminated few memory leaks
Apr 13, 2019
0.47
Click to expand
gameplay
-
Added variations of L 8000 truck
-
Deposits and cities sizes now depend on how far they are from home region
-
Reduced initial deposit capacities
-
Added seed setting (WIP)
improvements
-
Deposit capacities shown on indicators now round to K or M
-
Time controls no more changing width on pause
fixes
-
Fixed various cargo handling issues related to vehicle reconfigure feature
Apr 12, 2019
0.46
wipe
Click to expand
important
-
Saves are wiped due to critical changes in world generation (see below)
gameplay
-
Now you always start with all resources required for an early game
-
All Tier 0 deposits guaranteed to spawn at home region
-
Added variations of LP-1620 for all cargoes
-
Added L 8000 dump truck
improvements
-
Reworked world generation
-
Enhanced lakes and mountains appearance
-
Improved cities and deposits distribution
-
Optimized times required to unlock new regions in some cases
-
No more randomly mixed biomes inside one region
-
Added possibility to reconfigure vehicles in depot
-
Added possibility to sell vehicles from depots
-
Vehicles now can't be removed by bulldozer tool
-
Wrecked vehicles can be removed from Vehicle Window
-
Show the cost of selected units in Buy/Edit Vehicle Window
-
Added release toggle to vehicle cards in Depot Window
-
Vehicles in depot now can be put in release queue without a necessity to release them one by one
-
Added tooltips to Go To Depot tool
-
Added labels for depots
-
Demand indicators now enabled in both Alt and default visibility modes
-
Added button to show region info to City Window
-
Region details windows are not modal anymore
-
Vehicle windows do not open anymore after buy
fixes
-
Fixed inconsistency in assets with no fields (Great @Alego22 null asset problem). The game will now also throw an error if such assets found
-
Fixed creating new game may stuck at world generation
-
Fixed holes in landscape
Apr 08, 2019
0.45
Click to expand
important
-
We are working on region generation improvements, so everything related may be a bit broken in this build. (like creating a new game may throw an error randomly). Just ignore that for now.
gameplay
-
Added 3 new steam engines (based on Queensland C17 class, USRA Light Mikado and Southern Pacific GS-4) All steam engines planned for the pre-alpha are done
-
Added Tier 1 electric engine (based on GMD GF6C)
-
Added variations of Tier 1 truck for different kinds of cargo
-
Added brand new Tier 2 truck (based on Mercedes-Benz LP-1620)
-
Diesel trucks now locked by default
improvements
-
Hit Space to pause game (old keybinding is still there)
-
Added experimental option to enable controlling toolbar with numeric keys. When this option is enabled, you can control time scale with - and + hotkeys
-
Toolbar second row now hides on ESC if no windows focused
-
Price of configurable sets shown on cards in unit picker now prepended with From to indicate that it's the minimal price
-
You can now teleport vehicles to depots
-
You can now release vehicles from depot even if tracks are occupied by enabling Ignore Signals mode
-
Updated time controls to more clearly indicate paused state
-
Added detailed popup for vehicle recipes in research picker window
-
Follow vehicle button will show depot if the vehicle is inside one
-
Make settings window larger and adapt to screen height so more options can be visible without scrolling
-
Disabled writing of backup files for saves to reduce disk usage as there's autosave functionality for that purpose
fixes
-
Fixed price of configurable sets shown on cards in unit picker is not the absolute minimal price
-
Added some missing localizations
modding
-
Added
.uribindings
asset that can be used to properly migrate your mods in case of rename (seebase/base.uridindings
as an example)
Apr 03, 2019
0.44
Click to expand
gameplay
-
Added tier 2 locomotive (based on USRA Light Mikado)
-
Added tier 1 truck (based on GAZ-AA)
-
Enabling cheats now tracked in saves
-
Increased running costs
improvements
-
Added possibility to load game from asset editor besides creating new world
-
Added custom texts for some dialogs
-
The game offers to safely reload the game immediately when changing game language
-
Added icons for in-game menu and visibility settings menu
fixes
-
Fixed going to game from asset editor creates world with old game settings and seed
Apr 02, 2019
0.43
wipe
Click to expand
Saves wiped! We added slow
beta branch to Steam, which will be updated only on major changes, so you can play without constant fear of wiping your saves (until next major update, ofc).
gameplay
-
Added tier 1 wagons for all cargoes
-
Maximum speed of vehicle is now limited by its slowest until
-
Unpowered units now can have maximu-m speed too
-
Reorganized research branch related to vehicles, added some descriptions
improvements
-
Current running costs shown as % instead of multiplier in Vehicle Window
-
Locked researches now hidden from Research Picker sidebar
-
Added cheat menu to fill wagons with cargo (useful for testing new capacities)
-
Removed in-game screenshot tool since there's already Steam one
fixes
-
Fixed copying a vehicle also copies its cargo
-
Fixed some missing or wrong localizations
modding
-
We automatically remap old researches, but you probably should check if your content relies on correct researches now
Mar 31, 2019
0.42
Click to expand
We enabled automatic detection of graphic API in this build, so if you notice any problems with it, please report.
gameplay
-
Added a few new German-based trains
improvements
-
Updated Vehicle Window and Buy Vehicle Window to reflect estimated maximum velocity of fully loaded vehicle. Warning will be shown if it's lower than maximum for this vehicle.
-
Add close confirmation to Buy Vehicle Window
-
Slightly optimized pathfinding in some situations
fixes
-
Fixed vehicle window can't be closed after vehicle wreckage
-
Fixed highlight of vehicles and stations does not reset on Esc when picking routes
-
Fixed Z-fighting on OpenGL
-
Fixed skybox rendering artifacts on OpenGL
-
Fixed shader compilation error on Metal
Mar 29, 2019
0.41
Click to expand
Since this build we have native support for macOS and Linux!
gameplay
-
Added new low-end steam locomotive by @Alex_BY (based on O)
-
Added new hi-end hydrogen(!) train by @Alex_BY (based on original concept TG HyRT)
-
Removing no more refunds money
-
Removing city buildings costs money
improvements
-
All bulldozer tools merged into one super tool (hotkey: /)
-
Hold Shift to copy vehicles multiple times
-
Added tooltips explaining why building or road can't be removed
fixes
-
Added some missing sounds when buying and copying vehicles
-
Fixed you can earn unlimited money by trying to remove roads occupied by vehicles
Mar 26, 2019
0.40
Click to expand
gameplay
-
Reduced count of simultaneously spawned demands
-
Added new locomotive by @Alex_BY (based on EU07)
improvements
-
Reworked Overview tab of Research Management window: it now shows what resources are available to labs
-
Copy any vehicle by picking it from the world or any depot window
-
Suggest readable route names if possible
-
Order of capacities in pickers is preserved between sessions
fixes
-
Fixed some missing localizations
Mar 25, 2019
0.39
Click to expand
gameplay
-
Maximum amount of demands of the same tier per city reduced to 2
-
Added new locomotive by @Alex_BY (based on Class 55)
improvements
-
Resource deposits now visible in white mode (new games only)
-
Notifications indicator now properly reflect actual unread count
-
Dismiss all unread messages with right click on notification indicator
-
Autosave timer now resets on game save or load
-
Added dialog for displaying loading errors (hold Shift to retry loading instead of going back)
-
Added localization for several confirmation dialogs
fixes
-
Fixed regression where
.heapcapacity
and.stackcapacity
not rendering for warehouses -
Fixed an issue where closing depot window while buying vehicle will break the game
-
Fixed region window may show when clicking on buildings or vehicles
-
Fixed demands are hidden while picking destinations
-
Fixed regression where game installed on HDD may freeze for a second on each sound playing first time
-
Fixed some issues in vehicle unit picker
Mar 23, 2019
0.38
Click to expand
release notes
-
Added research history tab to Research Management window
-
Added one more warning before business will close
-
Tuned how fast demand requirements increase
-
Added highlight of vehicles and destinations on route while picking routes
-
New routes can be copied from existing ones
-
Default rail station length increased to 100m
-
Tuned notification button appearance
-
Hide all UI on F1
-
Planting and removing trees costs money
Mar 21, 2019
0.37
wipe
Click to expand
There are some important gameplay changes, so saves are wiped. Please give updated mechanics a try and let us know what you think!
release notes
-
Introducing the Depot Window (WIP as usual)! Now bought trains stored inside depots and should be manually released on tracks (disclaimer: you can't put them back yet)
-
Updated researches to require items where supposed
-
Businesses now may close if not supplied for a long time
-
Completely new mechanic of spawning new businesses
-
Demands now spawn only in specific buildings
-
Added new loco based on EMD Class 66 (courtesy of @Alex_BY)
-
Mines can be built only on resource deposits
-
You can't spawn trains without powered units anymore
-
Added smokes for all base locomotives (thanks to @Alex_BY as well)
-
Show game time instead of '{N minutes of realtime} ago' on notifications
Mar 18, 2019
0.36
Click to expand
ui/ux
-
Tuned research cards appearance at Research Browser
-
Add research progressbar to Research Department window
-
HUD research button now blinks on research completion
Mar 17, 2019
0.35
Click to expand
gameplay
-
Researches now may require items to perform, although assets not properly updated yet (except Manufacturing). .research assets format updated!
-
Researches now consume money and items per research period (1 day by default) instead of doing it immediately
-
Cities now spawn on the same grid, resulting into seamless merge
improvements
-
Various improvements in Research Browser
-
Hold Shift when picking vehicle unit capacity to apply it for all units of the same type
fixes
-
Fixed colored dot on demand indicator do not properly invalidate
-
Fixed fake zero prices of some units
-
Fixed freight station has incorrect height
-
Fixed autosave may be triggered while game is still loading
modding
-
Station height must be specified in
.railstation
assets
Mar 14, 2019
0.34
Click to expand
gameplay
-
Volume of demand now can expand and shrink
-
More predictable demand prices fluctuation
Mar 13, 2019
0.33
Click to expand
ui/ux
-
Routes ordered by name
-
Show only routes for current vehicle type
-
Mines and vehicles unload to closest warehouses first
-
Swapped increase/decrease tools hotkeys
fixes
-
Fixed device sounds ignore volume settings
-
Fixed vehicle window does not update properly while game is on pause
Mar 12, 2019
0.32
Click to expand
gameplay
-
Added inflation
-
All property (rails, roads etc) now have running costs
-
Added a few new locos and wagons, courtesy of @meinroman and @Alex_BY
ui/ux
-
Added brand new region window
modding
-
Added support for relative face indices in OBJ files (3ds Max Relative numbers export flag), suggested by @Alex_BY
Mar 10, 2019
0.31
Click to expand
release notes
-
Selling goods now distributed between all customers that require goods of the same type (thanks @Golden Arrow)
-
Conveyors now cost money
-
Wording updates: MAXIMUM/MINIMUM DEMAND -> VERY HIGH/LOW DEMAND, ton -> t
Mar 10, 2019
0.30
Click to expand
release notes
-
Vehicles pathfinding slightly optimized
-
Added popup with demand information when hovering over demand circle indicator for some time
Mar 08, 2019
0.29
Click to expand
release notes
-
Added dots to demand indicators to indicate demand value
-
Added tooltips that display profit cuts when building stations
-
Ikarus-based bus model reworked
-
Smoothed car wheel rotation
-
Improved autosave cycling
-
Fixed regression where new save always created even if user trying to overwrite existing one
-
Really fixed regression where some actions at vehicle editor window were broken (again reported by @meinroman)
Mar 07, 2019
0.28
Click to expand
gameplay
-
Starting money decreased to $500,000
-
Added new locomotive (based on South Wales 82 class)
-
Added first bus (based on Ikarus), although it has no application yet
-
Deposits capacity increased
ui/ux
-
City Window localized
-
Save dialog now suggests more meaningful default save names (capital name of current region is used)
-
Removed restrictions on what save names can be
-
Autosave slot have slightly different appearance
-
Autosaves moved to the bottom of Load Window
-
Enabled cycling between 3 autosave slots
fixes
-
Fixed regression where some actions at vehicle editor window were broken (reported by @meinroman)
Mar 06, 2019
0.27
wipe
Click to expand
Major gameplay changes!
gameplay
-
Introducing the first iteration of city demands progression
-
Demands now should be properly supplied (not under or over supplied)
-
Higher tier demands now spawn, including crafted items
-
Demands now have dynamic prices
-
City window updated to reflect changes
improvements
-
Revamped Routes UI
-
Warehouse capacity increased
-
Saves are wiped (oops)
Mar 04, 2019
0.26
Click to expand
release notes
-
Please welcome the new City Window (WIP)
-
Introducing Shared Schedules AKA Lines (UI is WIP)
-
Added support for zero-sized vehicle recipe sections
-
Fixed some issues related to toggling units per task
Mar 03, 2019
0.25
Click to expand
release notes
-
Alt visibility mode now togglable, no need to hold Alt key
Mar 03, 2019
0.24
wipe
Click to expand
release notes
-
You can now toggle vehicle units per task. As a result, it's now possible to partially (un)load consists
-
Fixed units with one bogie may explode on spawn (reported by @Golden Arrow)
-
Saves are wiped in preparation to Demands Update
Mar 02, 2019
0.23
Click to expand
release notes
-
Added debug setting to visualize vehicle attempts to rebuild path
-
Platform is too short warning indicator with explaining tooltip added to Vehicle Window
-
You can now change company name and color from the game by clicking on the company button in the lower left corner
-
Right click on company color option to pick a custom color with the color picker
-
More localization coverage for Vehicle Window and related tools
Mar 01, 2019
0.22
Click to expand
release notes
-
Added penalty to loading/unloading speed if train exceeds station length
-
HUD researches button now has progress indicator
-
Plant tool doesn't removing other plants anymore
Feb 28, 2019
0.21
Click to expand
release notes
-
Fixed chain signals do not repeat yellow signal
-
Fixed trains freezing reported by @meinroman
-
U-turns at intersections disabled by default (can be enabled back in settings)
Feb 27, 2019
0.20
Click to expand
release notes
-
Chain signals fixed
Feb 26, 2019
0.19
Click to expand
release notes
-
Added connection range visualization for stations, minesб and warehouses. Stations also have range of sell visualization.
-
Added trees generation on wood resource deposits (still WIP)
-
Fixed missing station length hint regression
-
Fixed roads can stuck while building if city has grown at the same time
-
Fixed 'hoverboards' bug
-
Fixed resource deposits can spawn on water
-
Max loan increased to $1,250,000
Feb 22, 2019
0.18
wipe
Click to expand
Major gameplay changes incoming! Please give it a try and let us know what you think.
terminals update
-
Terminals are terminated! All buildings in range now connect automatically
-
Therefore, saves are terminated too
-
Sell and unload tasks are merged; vehicle will unload to storages in range, and sell to customers in range
-
Tools for buildings now have consisting behavior
-
You can use Shift to build multiple instances of all buildings
-
Please note that UI for new system is WIP
improvements
-
Made labels semitransparent and non-interactive while tools are active
-
Increased item prices
-
Demand indicators are now shown on mouse hover
-
Research window now opens on research completed notification click
fixes
-
Fixed you can't zoom though labels
-
Fixed some typos
-
Increased item prices
-
Demand indicators are now shown on mouse hover
-
Research window now opens on research completed notification click
Feb 16, 2019
0.17
Click to expand
release notes
-
You should build labs to do research
-
Researching now takes time
-
Labels (such as city or terminal ones) are clickable now
-
Added grid to White Mode
-
Fixed you can couple any vehicle units while holding Shift
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Fixed cost tooltip freezes on game pause
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Builder tool now closing when other tools is activating
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Fixed vehicle unit picker may show incorrect capacity values when filtering by cargo
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Pick terminal track tool: clicking in the world does not cancel picking anymore
Feb 11, 2019
0.16
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release notes
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Added support for custom station name suffixes to .names asset
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Increased trucks weight and capacities
Feb 11, 2019
0.15
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release notes
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You can now research new tech in updated Researches window (instantly and for money only yet)
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Added cheat buttons to Researches window to lock and unlock all the researches (useful for old saves)
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Added window to setup a new game. Only few options available yet (like company color), with more to come
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Added support for custom city names packs (.cities assets replaced with new .names assets)
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Added Russian city names pack (provided by @Yury)
Feb 09, 2019
0.14
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release notes
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Added notification log with unread count indicator when collapsed
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Added notification sound
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Added new window to explore the tech tree consisting from 60 researches (still WIP)
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Remapped selling % so when a consumer is red you get 50% of profit instead of 0%
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Fixed game may start with loan interest already charged-off
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Dismiss notifications without triggering an action by right click
Feb 04, 2019
0.13
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release notes
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Fixed cities in locked regions grow on region unlock
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Fixed resize controls at rail station builder tool were time scale dependent
Feb 04, 2019
0.12
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release notes
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Added UI notifications for some in-game events: vehicle wreckage, new demands spawn, lost vehicles and vehicles missing power (event log is coming)
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Added resource-specific mines (with old graphics yet). Saves might be corrupted.
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Warehouses moved into its own submenu
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Swapped depot and stations buttons in toolbar
Feb 02, 2019
0.11
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release notes
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Fixed WASD controls not working when the game is paused
Feb 02, 2019
0.10
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release notes
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Use WASD to move camera, Ctrl+WASD to rotate, QE to zoom
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Remapped other hotkeys
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Few more minor fixes
Feb 01, 2019
0.9
wipe
Click to expand
release notes
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Important: All saves are wiped due to major infrastructural changes
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Added label colors for all items
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Added some missing localizations
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You can build many buildings in a row with Shift (except hub buildings yet)
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Updated tooltips look and feel for some tools
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When removing buildings or vehicles that belongs to the player, fraction of their cost will be refunded
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Fixed camera flies at light speed on destination button click (on schedule tab at vehicle window)
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Fixed huge CPU spike when exiting from train station builder tool
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Fixed camera might behave strange after exiting from follow vehicle mode
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Fixed incorrect properties of VL80
Jan 29, 2019
0.8
wipe
Click to expand
release notes
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Important:
*.capacity
,*.heapcapacity
, and*.stackcapacity
assets replaced with brand new*.capacities
,*.heapcapacities
and*.stackcapacities
assets for better usability -
Added optional automatic capacity calculating basing on MaxWeight property
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Important: All saves are wiped (blame @Alego22)
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Removed storages from vehicle stations
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Added storages to mines
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All items now transportable
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Items weights slightly tuned
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Updated builder window flow to be more 'tool-like'
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Building rail station now costs money
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Fixed velocity units at vehicle window do not respect settings
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Vehicle window localized
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Attempted to reduce effect of audio may sound misplaced on extreme lean camera angles
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Fixed bogies not properly updating their rotation while being offscreen
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Fixed toolbar layout issues on custom UI scales
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Set fixed max width for description tooltip at vehicle unit picker window
Jan 28, 2019
0.7
Click to expand
release notes
-
Added localizable description for vehicle units and recipes (requested by @TransCanadaLimited)
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Added red tint to rail electrification tool on de-electrification
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Added custom rails support to *.railstation asset
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Fixed follow camera follows the last unit of vehicle instead of the first one
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Fixed track remover tool plays demolish sound for each track removed instead of just one
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Fixed some hotkeys may be activated when user is editing text in input field
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Fixed cars can be flipped in vehicle editor window
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Fixed some hotkeys not working on non-US keyboard layouts
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Fixed roads can intersect where not supposed to
Jan 27, 2019
0.6
Click to expand
release notes
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Added support for custom rail assets (press Q to toggle between them) requested by @meinroman
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Added some missing UI sounds here and there
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Added hotkeys information for the most of the tools
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Added some optimizations in attempt to reduce CPU workload caused by vehicles outside of the screen
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Increased default capacity of resource deposits
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Changed rail station placing behavior to match the experience of placing other buildings
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Fixed time controls not invalidating their state properly
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Eliminated some more unnecessary memory allocations
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Fixed recipe indicators stay after device was removed
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Fixed an issue where loading broken save will prevent loading working saves until game restart
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Fixed tracks can be built on water
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Fixed player gets charged for fake terraforming in locked regions
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Fixed hub buildings can be placed outside of unlocked regions
Jan 27, 2019
0.5
Click to expand
release notes
-
Fixed game may start from not the first day of the year
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Added build version to settings window at the bottom of Game tab
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Fixed some issues related to building outside of unlocked regions
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Fixed camera can move outside of unlocked regions
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Fixed issue where new world is generating blank
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Cities grow do not wreck cars anymore
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Added error message if save can't load
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Building roads now costs money
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Hubs now aware of new demands spawning nearby
Jan 25, 2019
0.4
Click to expand
Caution: If you changed some settings on Misc tab please delete %appdata%/../locallow/voxeltycoon/voxeltycoon/DebugSettings.json
before running the game.
release notes
-
Fixed save loading issues reported by @Felix
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Fixed save loading issues reported by @Alego22
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Attempted to minimize memory leaks on multiple save-load operations
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Added indicators for wrecked vehicles with its own visibility toggle
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Removed confirmation dialog when loading game from main menu
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Disabled possibility of placing signals on stations and depots
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Fixed loan controls may be disabled even if not should be
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Updated UI indication of paused state
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Added depot-like fade to conveyor connectors
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Reduced volume step from 10% to 5%
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Fixed saved game screenshots renders incorrectly on non-100% render quality
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Fixed game unpauses on save/load window close even if it was paused manually by player
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Replaced fake icons with temporary placeholders
Jan 24, 2019
0.3
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release notes
-
Fixed memory leak related to the White Mode
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Trucks now automatically turn around in depots
Jan 24, 2019
0.2
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release notes
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Fixed some animations stopped working (for example on mines and vehicles)
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Fixed edge scroll keep working when the game is not focused
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Restricted building outside of unlocked regions
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Vehicles can transport stone now
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Rail builder tool now reacts on MouseDown instead of MouseUp
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Fixed percent string rounding issue causing 69% for 0.7 volume
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Fixed misaligned main menu items on russian localization
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Credits updated
Jan 23, 2019
0.1
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release notes
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Start of closed pre-alpha testing program