
Wrapping up our world Tour & Looking Ahead
We’ve just released our eighth and final Region Pack, marking the last stop on our world tour – for now at least! While we still have a few travel tips to share and a contest to conclude, our final stop in the Northeast USA concludes this series. Over the past months, 31 talented creators have worked hard to bring you assets from all corners of the world, and it’s been incredible to see the creativity these packs have inspired. Thank you for joining us on this trip around the globe!
As we wrap up this journey, we’re looking ahead. Our birthday is just around the corner and we have a little something for our players to look forward to. But with that in mind, we want to provide a brief update on the status of the console version and Asset Editor for Cities: Skylines II – you’ll find more details below.
For now, thank you for being part of this journey; we can’t wait to celebrate 10 incredible years of Cities with you – so be sure to tune in on March 10th!
/ The Cities: Skylines Team
Console
We continue to make steady progress on the console version, and our core focus has been on further improving performance and stability. However, despite these advancements, we have more things we need to address before we reach the level of quality and the experience we want for you as our players.
We know many of you are eagerly awaiting the console release, but to set expectations clearly: we will not have a release before summer. We want to avoid any premature estimates and instead commit to providing you with reliable information when we’re closer to a launch-ready state.
Our goal remains unchanged: to bring Cities: Skylines II to console in the best possible shape.
Asset Editor
The implementation of the Asset Editor has proven more technically challenging than initially anticipated due to the hefty amounts of built-in assets affected by the changes, but it is moving forward. Our focus is currently on removing Unity dependencies so we can provide a smoother, more responsive, and more reliable loading of the assets - both during loading screens and when changing playsets in Paradox Mods UI. Without this, the game freezes for extended periods of time and can become unstable. We want to support subscriptions to large amounts of assets with minimal performance side effects.
We are also making the importing and baking of assets more asynchronous to reduce identifier conflicts with serialization. Assets created on different machines can easily cause these, resulting in the game getting confused about what assets it is actually trying to load.
Rest assured that we’re committed to solving these challenges, and our dedicated team is actively making progress to overcome them. We know how much custom assets mean to you and, honestly, to us, too, and we will continue to keep you informed of our progress as soon as we have something more concrete to share.
We appreciate your patience and enthusiasm, and we will share more updates as we continue shaping the future of Cities: Skylines together. Stay tuned and we’ll be back next week with our anniversary celebration!