
Default version of the game, we want to make sure to have a chance to discover bugs and adjust the balancing, to give you the best game experience possible.
Access the Unstable branch on Steam by right clicking City Game Studio in your Steam library, and then select ‘Properties’. In the new window, select ‘Betas’. The Unstable branch should now be available for you to choose from.
Please leave any feedback you may have in the appropriate channel in our Discord, or in the subforum on Steam.
As always, remember to be considerate towards players not partaking in the Unstable, in case they want to avoid spoilers.
Please make sure to make backups of your save files before playing.
Changelog - rc3
Franchise
- The history panel has now a toggle to shows the franchises.
Misc
- When you start a new game, City Game Studio will spawn only 2 to 4 competitors. Then more are going to spawn with time.
Bugfix
- Fixed the history panel when opening a game that's been released but not yet reviewed (showed no data)
Previous changelog
Franchise
- Franchises are now computed live, then cached in the savegame.
- Added a new `franchise_id` attribute to every game.
- Migrated old savegames to compute franchises.
Misc
- Optimized the game sales computation.
- Reworked the digital store model type to match the one used by the other models, and migrated old savegames.
- Optimized chart rendering and the toggle animation.
- Reworked the HTTP requester to make it more stable.
Interface
- Reworked the game history panel.
- Reworked the game creation panel. The Design, Development and Polish steps now use the same template as the history panel to display past games.
- Custom platforms: You can now rename custom platforms while they are in development.
Bugfix
- Fixed a game freeze that could occur during HTTP requests (used by the Twitch integration), caused by a TLS handshake with no timeout.
- Fixed the mouse cursor being offset by 30 pixels on Windows. This bug was 2 or 3 years old, sorry for the delay!
- Fixed the employee energy bar disappearing when releasing a game, a remake or a game port. It came from legacy code that wasn't using City Game Studio's latest interface framework. Rewriting that part was tedious, but it works now and runs better than before.