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描述

Synergy
Conduct analysis of the plants and other natural elements of the region and flesh out your Knowledge Book.

This newly-acquired knowledge will provide you with an essential guide to obtaining resources, ensuring the safety of your citizens and optimizing your city, thus promoting survival and prosperity through a sustainable approach in harmony with the surrounding natural environment.

Assign citizens to the research center and the hall of wisdom to launch research projects. Technological research allows you to uncover new advanced techniques, while cultural research will innovate on processes and civil structures.

This quest for knowledge also gives you access to several new buildings. From extraction structures to social spaces, from harvesting points to cultural buildings, every new construction and discovery helps you shape your city's evolution.

Build nine districts with unique features around the various squares by cleverly placing your buildings. Take advantage of the powerful bonuses specific to each district to foster the development of your city. Meet the needs of your citizens and thrive by providing them with the most satisfying accommodations possible.

Gather your citizens and send them on expeditions to learn more about the world.

Exploration is an important vector of progression in the game. Explore increasingly remote regions to reveal new destinations, meet other survivors and convince them to join your city, find tablets bearing priceless knowledge, and bring back new plant species to introduce into your environment.

Your citizens are immersed in a strange environment, both mesmerizing and unforgiving. Your goal is to build a city to help them prosper. You will need to explore, analyze and experiment with new things.

In Synergy, the well-being of your citizens is paramount. You will need a deep understanding of their environment to help them adapt and thrive.
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#1. Synergy (GOG) 由: Goblinz Publishing
#2. Synergy (GOG) 由: Goblinz Publishing
#3. Synergy (GOG) 由: Goblinz Publishing
#4. Synergy (GOG) 由: Goblinz Publishing
#5. Synergy (GOG) 由: Goblinz Publishing
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#7. Synergy (GOG) 由: Goblinz Publishing
#8. Synergy (GOG) 由: Goblinz Publishing
#9. Synergy (GOG) 由: Goblinz Publishing
#10. Synergy (GOG) 由: Goblinz Publishing

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  • 版本: Windows
  • 發佈日期:
  • 2508200455 (2025-08-20)

    v1.2 Update - Out Now! Hello everyone!

    We're here today wit ha new update, Synergy's 1.2 Update! While there's no new content in it, there is a LOT in this one. But this is mainly focused on overall performance optimizations ; some of you might know that it is not easy to do such things, and we're proud we made it, and proud of the result! You'll see all the changes in the patchnotes below (that has the word "Optimization" a lot of time, I'll let you do the count :D)

    As this is our final update, we also wanted to say a quick word, a big thank you for being with us for this journey that started the 21st May 2024. A year and 3 months later, we're very proud of everything that's been done, and of course it wouldn't be possible without you, the player, and your precious feedback that you made all along the way. We wanted to say thank you, as we're now sailing to new horizons. Note that we will of course be there to fix major issues, should there be any appearing !

    Thanks a lot!

    Please find the full patchnote below :
    Synergy - v1.2 Update full patchnote :

    Optimisation:
    Irrigation:

    Canal effect range is calculated on canal creation instead of each time irrigation changes

    When irrigation change, only refresh affected canals by new pumps settings instead of clearing and recalculating whole irrigation network.

    When irrigation change, only refresh affected cells instead of clearing and reapplying satisfactions around canals.

    Optimization on irrigation preview when selecting a pump.
    Feedbacks (on top of buildings or plants):

    Faster initialization of feedbacks

    Plants and collectable props feedbacks are shown on mutiple frames when entering collect or harvest mode, starting from center of screen.

    Dropped resource feedbacks are updated when transporters or inventories change instead of each frame.

    Update buildings feedbacks when necessary instead of each frame.*
    Hovering elements:

    Optimization on object check under cursor.

    Removed unnecessary highlights clears.

    Prevent updating object highlights when there is nothing to update.
    Citizens:

    Prevent updating citizen health, movement or activity when game is paused.

    Optimization on citizen destination resolve.
    Inventories and inventories related requests:

    Optimization on sorting requests by priority.

    Recalculate request priority when priorization changes instead of each frame.

    Optimization when finishing or cancelling a request.

    Optimization on completion check on a destruction request.

    Faster checks on inventories stock.

    Faster distance sort when chosing closest inventory for a request.

    Requests are put in waiting state when there is no action to execute, and is only updated when city inventories changes.

    Request missing resources are recalculated only when request is updated instead of each frame.

    Stop updating requests when no citizens are available.
    UI:

    Monitoring panel refreshes only affected resource categories instead of all when a resource amount is updated.

    Optimization on storage building selection (warehouse, cellar)
    Others:

    Prevent clearing satisfactions on building modifying satisfactions when there is nothing to clear.

    Removed unnecessary updates when gaining science or legacy points.

    Prevent recalculating conditions on plants needs when a plant context does not change.

    Optimization on house satisfaction scores calculation.

    Optimization on season change.

    Optimization on range effect preview when placing paved roads or irrigation canals.

    Optimization on sprite animations.

    Optimization on production module update frame.

    Optimization on buildings status check (active/inactive/etc).

    Other various minor optimizations.

    Bugfix:

    Fix graphic issues on hall of wise and assignment tower.

    Fix carpentry depth.

    Fix resource trade, exploration event, research, district upgrade or district extension purchase not consuming resources in an output inventory when resources are already reserved for transport.

    Removed the Sand Factory unlocked by default in the Calamity scenario in Free Mode.

    Merged two consequences into one for city event Burnout: it won't show 5 dead citizens + 0 dead citizens anymore.

    Fixed an issue that allowed multiple locations with the same citizens on a construction site.

    Fixed an issue with the green harvest marker flickering when positioned above blue markers.

    Fix advanced displays not showing citizen count on some worksites.

    Fix black screen when opening the game from a previous configuration with more monitors.

    Tea Bar no longer highlights buildings it cannot interact with.

    Fixed a long freeze that could occur due to plant spread algorithm when there were many plants.

    House satisfaction is now calculated based on the sum of satisfaction sources instead of taking the cell with the best value. This avoids having different information between the list of all sources affecting the house and the actual satisfaction value of the house.*
    2507230455 (2025-07-23)

    Fix birthrate crisis effect active on other saves when enabled once on a quest step
    2505270952 (2025-05-27)

    Hello everyone! We're pushign an update with quite some changes on a lot of different levels to make ewveyrhting more balanced, clearer, and more stable! You can see a list of all the changes in the full changelog below.

    And as usual, thank you very much for playing Synergy, and a friendly reminder that if you like the game and want to give us an extra bit of help, you can always review the game! Thanks a lot! Here's the full changelog :
    Update 1.0.3 - Full changelog

    Balancing

    Changed Satisfaction requirement from 12 Social to 12 Knowledge in the “Salvation Through Science” step of the “Calamity” Scenario in the “Firestorms” Campaign

    Rearranged the display order of trades in Bartering Outpost

    Changed Fountain district score:

    Replaced the storage category of following building giving 150 points (3x50): Small Warehouse, Water Tower, Cellar or/and Starting Stock by a satisfaction category of following building giving 150 points : Cold Bathhouse or Scent Garden

    Changed the “featured building” list in the district tooltip : the “suggested building” of this list has been updated, replacing Sandglider Garage with Cold Bathhouse

    Increased resource the storage capacity of the active Kitchen to have x3 the recipe requirement (instead of x2)

    Interface & Feedback

    The victory popup will no longer reappear when loading a save where the quest is already completed

    Satisfaction heatmaps’s icons are slightly smaller to better match other icon’s size

    It is now possible to see selected or hovered buildings through environmental elements

    When selecting a district, buildings that contribute points but are not yet unlocked now appear desaturated

    Added "Kill Plant" feedback to all Reap put actions on all plants

    District feedback when selected a district or place a building in range is now more transparent

    While placing a building, hovered district will always display the score contribution even it’s 0 to improve understanding

    Sandglider Garage and Fountain tooltips now display their range of effect

    Collect zones are now visible in Rip Out mode (paint or cancel)

    The district contribution parabola is now hidden during building placement, road placement, or plantation mode if the selected element does not increase the score of the hovered district

    During exploration, selecting the starting zone will no longer display the expedition size slider

    Bugfix

    Fixed a bug where citizens were not bringing water to water towers after ripping out water gourd

    Fixed default interface scaling option when starting game for first time with non full hd resolution

    Fixed a bug where the analysis notification didn’t show when loading a save

    Fixed a bug where the the missing resources feedbacks was not matching the requested amount

    Fixed a bug where the missing resource feedbacks would sometimes not appear on the Plant Nursery

    Fixed a bug where the confirmation popup to trade a tablet for Science or Legacy points would not show up the first time it is requested

    Fixed feedback worldspace not correctly refreshing on irrigation pump

    Fixed exploration map destinations icon for quest destinations because it was not the right icons sometime

    Fixed a bug where citizens would not correctly move to or from housings when the food distribution capacity of near cellars changed

    Fixed plants incorrect state on map loading

    Fixed quality settings on several depth texture, improving shadow quality

    Fixed Pontoon incoherency of the shadows and outline on floats

    Fixed footprint outline being seen through other land props

    Fixed footprint going through dynamic terrain props

    Made a check to avoid rendering an outline of all variants of a building at the same time

    Fixed a bug where the rip out action selection wasn’t showing all consequences on plants when an harvest building was selected

    Fixed a bug where plants feedback weren’t disabled when switching order type

    Fixed the science gauge tooltip mentioning the wrong district (in polish only)

    Fixed a bug where the same source range feedback wasn’t showing when entering construction mode with a building selected

    Fixed a bug where the buildings’ outline was not now correctly refreshed when selected and its state changes

    Fixed a bug where the title of the selected research panel could overlap the close button in some languages

    Fixed a bug where outline on road and irrigation canals were not displayed properly (on MacOS only)

    Added a security to prevent the game from becoming unplayable if it was saved with a dead citizen embarked in an exploration expedition

    Fixed a bug where the highlight of a selected building in the construction menu stayed active even if the building wasn’t selected anymore

    Fixed a bug where resources dropped on the ground could not be prioritized after reloading a save

    Visuals

    Grassy props now react on dynamic terrain

    Integrated animated Art Workshop

    Global tweaks on depth and shadows to improve quality

    Improved shadows of various buildings :

    Explorer Nexus

    Water Extractor

    Sand Collector

    Tweak characters to avoid issues when UI is scaled down and resolution is lower

    Changes on shader to make the outline mask working with antialiasing off
    2505130454 (2025-05-13)

    Hey everyone! We're just patching one issue but that was really annoying. Sorry for the inconvenience, and thanks for playing Synergy!

    Update 1.0.2 - Hotfix #1
    Bugfix

    Fixed a bug causing a soft lock during the exploration event “Concealed” resolution if the player didn’t have the resources needed in the outcome of “Bond with Locals” step. The cost of each outcome has been removed to make these choices possible in any case.
    2504290456 (2025-04-29)Balancing

    Changed the layout of the Last Resources scenario of the Firestorms campaign: The map now encourages to explore upward as well. Ashy kernels will take more time to kill other plants, and Petrified giants are placed closer to better showcase their interaction. Resources can be harvested with fewer picker’s cabins at the start of the game. The map is more “sandy”. Modified plant category for certains plants : “Smelly” removed for Riverbank Finger “Resilient” added to Spike Tree, Plains Shell and Orange Hydra Tree “Decorative” added to Bamboo Flute Replaced Pincushion Shrub cluster North-East of spawn by a Bamboo Flute cluster on A Beacon in the Sand scenario in The Anchoring campaign Reduced Technology exploration weight from 1 to 0 Modified Monument and Sand Furrows district score: moved Auditorium from its former category to be with Spherical Forum and Embassy (both districts) replaced Canteen by Grain Farm in the remarkable buildings list of Sand Furrows district Food needs are now enabled at the same time as water needs in the tutorial Increased duration before fail of the following City Events: Burnout (No Sick Citizens and Well-Being at least 4), The Fabled Chamber (produce enough Clean Water for a cycle), Refusal (produce enough Food for a cycle). Modified research cost for analysis unlock: “Environmental Impact” : from 50 science to 10 tools + 20 science “Ground Quality”: from 20 tools 200 science to 10 tools 70 science 50 heritage
    Bugfix

    Integrated revised translations, improving text quality across all supported languages. Fixed a bug where citizens would not bring harvested resources back to the harvest workshop after executing an action that kills the targeted plant Fixed collectable prop feedback of the amount of resources given by the Rip Out action : position and display (mirrored text) Fixed a bug where the player could open the analysis result screen while in other interaction modes, which could result in various visual glitches Fixed a bug where saving during the destruction animation of a building could lead to various bugs Fixed the Assignment Tower destruction animation Reduced default amount of priority resources to 0 on the small warehouse Fixed a bug where the color of terrain with high organic matter in Mossy biome didn’t change at 60 temperature Fixed a bug where the citizen of the Pharmaceutical Factory in pause were displayed in front of other environmental props
    Feedback & Interface

    Temperature will now be shown during the building placement phase of a production building. Same satisfaction modifier sources will now be shown during the building placement phase. For example, when placing a Table, it will show the pin and range of the other Tables, Serpentine benches and Outdoor lounges, but it will NOT show the range of the Canteen as this is a different modifier. Housing now displays their satisfactions when a satisfaction view (Wellbeing, Knowledge, Social, Culture) is opened. All analysed plants will now feedback the yield of its grown state or its alternative grown state when placing harvesting orders. For example, you will see the amount of harvested resources even if the plant is currently growing. Increased the glow on small researches available Tablet researches and their information and icons are no longer hidden even if the adjacent research is not unlocked. The game window now changes instantly on carousel selection in options panel, and refreshes resolutions list. It also fixes the list of resolution not being the right one when using a second monitor with a different resolution of the main monitor. Changed the display of access buttons to other interfaces (book of knowledge and analysis history) to add a new button to access the Research tree, and make them more visible. Right button of victory popup and defeat popup are now yellow When an expedition is preparing in the city, the expedition preparation information are now removed from the selected panels in exploration to avoid confusion The tooltip when placing a house is now displaying the temperature the same way as it is displayed when selecting a built house (will now display for example “50/60” instead of “-10” Added new Production Task icons for some alternative recipes. Useful to differentiate tasks in the research panel.
    Visuals

    Improved shadows of various buildings : Wind Catcher Explorer Nexus Paper Mill Art Workshop
    2504230500 (2025-04-23)

    Hello everyone!

    After the hotfixes, we're on for corrective patches! Some thigns we've found internally, some things you're reported to us, fixed as much as possible! Mainly Bugfixes and Interface/feedback tweaks, but also a tiny bit of balancing and visual adjustments!

    Also, as a small follow up on 1.0 release, if you liked the game and did not review it yet, do not hesitate to leave a positive review! We're close to fall under 70% for recent reviews, which would be bad for algorithms (it's always the algorithms!) Given that the overall amount of recent review is a bit low, every single positive review can make the difference! Thanks for taking the time to do it if you enjoyed, and enjoy playing Synergy.

    Now, on to the full patchnote! Have a wonderful day

    Update 1.0 - Corrective patch #1 - 23/04/2025
    Balancing

    The first district threshold is now set at 300 instead of 350.
    Bugfix

    Fixed "Have N healthy with a certain health" objectives often ignoring one plant.

    Fixed the "storage full" feedback not disappearing when the Explorer hut is emptied by a water tower.

    Fixed the harvest interactions of the Spiketree in its “overgrown harvested” state.

    Fixed the cooling interaction with the Bunch tree in its “overgrown harvested” state.

    Fixed the display duration of the production recipe, which did not take into account the number of citizens in the building, and therefore displayed a different value from the recipe value in the building panel.

    (Mac only) Fixed the pontoon reversed visual visible on Mac with anti-aliasing disabled.

    Removal of the ability to move the exploration map during the appearance of zone destinations, to prevent destinations from being visually displaced.

    Fixed the throated water lily interaction notification saying "wounded" instead of "intoxicated".

    Fixed some texts having different fonts used in the middle of a sentence in Polish.

    Fixed several overflowing and misaligned texts in Japanese in the panel of a selected square.

    Fixed the Japanese font sometimes misaligned in height.

    Added a missing space in a Spanish text.
    Feedback & Interface

    Added the following in the production recipe choice popup:

    All the resources that the building can produce are now visible instead of being hidden by a lock icon. (The lock icon is still visible but on the side.)

    These resources can be hovered over to obtain their full tooltips, which are useful for finding out their names, their obtainments and their uses.

    All resources in recipes can now be hovered over to get their full tooltips, for the same reasons.

    Plant tags (i.e. “resilient”, “fruit-bearing”, “invasive”), which are used for district scoring, are now visibles in the plant panel.

    In “Rip out” mode, the resources obtained are now visible on top of the collectable props. This makes it easier to see and understand “Rocky amalgam” and “Technological Ruins”.

    Resources in production recipes are now always sorted in the same order.

    Harvested areas of other harvest buildings are now more visually different than the currently selected harvest building.

    A selected plant in its “overgrown harvested” state will now display its “overgrown” state info instead of its “grown” state info.

    The button “Yes” of the “Back to the main menu” and “Quit the game” popups is now in Yellow and placed on the right side of the 3 buttons.

    Sandglider garage will now highlight houses in its range during the placement phase.

    The resource uses tips that now say “Build structures” instead of "Craft structures".

    The glowing outline that highlights the requested quantity of the cellar during the tutorial now better fits to the list of available resources.
    Visuals

    Various adjustments on dynamic floors.

    Footprints of buildings placed in the Mossy biome will now react to dynamic terrain. (For example, a building placed in a hot mossy area will now have its footprint turning brown instead of staying green.)

    Improved the shadow of the Ocular stem plant.

    The Ocular stem plant should now wave in the wind.
    2504181212 (2025-04-18)

    Update 1.0 - Hotfix #2

    Hello again!

    We're deploying another hotfix, as some pretty annoying issues were still there, and we've been able to fix them.

    Thanks a lot once again for your feedback and patience!
    Update 1.0 - Hotfix #2

    Fixed a bug where the game could be stuck on an infinite loading screen when starting the tutorial after selecting the easy difficulty on another scenario

    Fixed a bug where citizens would not bring available dishes to canteens
    2504180927 (2025-04-18)

    Update 1.0 - Hotfix #1

    Hello everyone!

    Today we're pushing a hotfix live, taking care of the main issues you've been facing with the 1.0 release! There was different problems with overall ressources monitoring that was in some cases not handled the right way ; sometimes not handled at all by the citizens. As this is a pretty tricky bug, if anything like this still happens to you, please tell us either here or on Discord!

    We also wanted to take the occasion to thank you all for your support since 1.0, enjoying the game, giving us contructive feedback about your experience, positive or negative. If you're enjoying the game, do not hesitate to leave a positive review! It does help a lot :D

    But without further ado, here's the full patchnote :
    Update 1.0 - Hotfix #1 18/04/2025

    Fixed some cases of food storages not correctly updating food distribution.

    Fixed some cases of resources monitoring showing incorrect amount of resources after reloading a game without leaving the game.

    Fixed a bug where buildings would not correctly be supplied in water from a water storage after changing the production task.

    Added an objective to introduce the research of Planks in the Cutting Station, in the scenario “Last Resources” of the campaign “Firestorms”

    Changed the term “Collect Resources” to “Obtain Resources” in English. For example, the related objective will now state “Obtain Planks” and not “Collect Planks”.

    Fixed the term “Seeding” which was sometimes called “Shelling” in English.
    2504161547 (2025-04-16)

    NEW CHALLENGES & ATMOSPHERE ENHANCEMENTS
    Dynamic soils:

    Visuals of each biome (sandy, mossy and rocky) can now change based on terrain properties (humidity, temperature, organic matter) when passing a specific threshold. These thresholds are also used for plant needs, creating visual cues.

    All maps have been reworked consequently.
    Dry seasons and water management:

    Lakes are dried out during dry seasons: they are visually emptied, pontoons cannot collect water anymore, irrigation pumps stop functioning unless they’re supplied with toxic water.

    Pontoons collect potable water by default and have an alternative task to collect toxic water.

    Purification basins need to be placed near water (filled lake or filled canals) to reduce their toxic water cost to 0.

    A new end game building can collect water from the ground based on their local humidity: the Fungal Sponge.
    Rising temperatures:

    The temperature will increase as time progresses in the game through more & more difficult dry seasons.

    Most production buildings have their production efficiency affected by the local temperature.

    Added notifications when a harder dry season appears in the season timeline.

    The season tooltip has been changed to display the temperature and humidity modifiers of the incoming seasons.

    New tools are added to reduce heat:

    A new interaction with plants protects them from heat and drought.

    A new end game building reduces heat: the Wind Catcher.
    The threat of defeat:

    The prosperity score now lights up red when bad events occur: citizen deaths, illnesses, city event failures.

    If too many negative events have taken place recently, it's game over!

    WATER MANAGEMENT

    Water storage is now shared by the whole city.

    Water is now absorbed and distributed automatically by water storages to buildings in their range that produce or require water. Water no longer needs to be transported manually.

    Added a water distribution view.

    Added feedback on top of building visuals when they’re not linked to the water system.

    EXPLORATION OVERHAUL

    Each exploration region now displays an exceptional reward. Doing all the destinations of a region guarantees the obtention of the reward. These exceptional rewards are: a new plant, a tablet, technological artifacts or an exchange contract.

    New exploration reward: exchange contracts. These can be found during explorations and allow you to trade resources for other resources. When you obtain a contract during an exploration, it is permanently available in a new building: the Bartering Outpost.

    It’s now possible to explore several destinations in one journey. After completing each destination, you’ll have to choose whether to continue or return to the city.

    It’s now possible and required to choose what food to take on an expedition, and how much. Taking more food allows you to explore more, but takes up space in the expedition’s carry capacity.

    Expeditions can now be launched even if citizens are not currently available. The expedition starts when citizens have joined the building.

    Resource rewards now have their own “exploration weight” determining with the expedition carry capacity how many resources can be transported.

    The expedition carry capacity can be increased by the number of citizens in the expedition, and some researches.

    Exploring a region no longer leads to an event. Only destinations lead to an event.

    Added a new animation when discovering a new region.

    Many events have been added and many others have been reworked to better match the new rules.

    Exploration regions visuals have been improved for a better readability.

    Improved the feedback of the condition “has access to plant” and its reverse “has not access to plant”.

    Campaign scenarios now uses a random seed for the exploration map instead of a fixed one.

    RESOURCE MONITORING

    Resource tooltip:

    Shortened resource descriptions and made them more lore-friendly.

    Added a section to explain precisely resource multiple obtentions and usages.

    Added a section showing the resource statistics:

    Amount currently in the city’s storages.

    Amount generated over the last 40 days, split between continuous and punctual production.

    Amount consumed over the last 40 days, split between continuous and punctual consumption.

    Tendency of continuous production vs continuous consumption over the last 40 days, summarized by a colored arrow.

    Added a dedicated panel for resource management:

    The interface can be accessed through a button in the radial menu in the bottom-left corner of the screen, or by clicking on a resource category, or by clicking on a resource in building panels (such as the production module).

    It’s possible to set up production and consumption limits for every resource from this panel.

    When a resource consumption limit is reached, buildings stop requesting this resource, consume their remaining stock and pause until the resource stock is greater than consumption limit. You can still use these resources to build, research and all direct actions. Citizens can still eat food and drink water under the resource consumption limit.

    When a resource production limit is reached, buildings stop producing this resource and pause until the resource stock is lower than the production limit.

    Added feedback for buildings whose activities are interrupted by production or consumption limits.

    PLANTS IMPROVEMENTS

    Plants now display only one harvest action instead of several. This represents the default harvest action consequence. Other harvest actions act as a modifier to this consequence. For example, the Shearing action gives 50% more resources but costs tools to be performed. Another example: Notching action gives Resin instead of the resource shown.

    Plants can always have specific resources for a specific harvesting action, and this information is given by surface analysis.

    Plants can now be interacted only by one harvest building, which is displayed in the plant panel.

    Plants analysis have been reworked to be more in line with the lore. A single textual result is given for surface analysis, which makes for more interesting reading.

    All harvest actions have been reworked consequently:

    Pickers’ Cabin :

    Picking : Basic action. Provides 100% of the resources displayed in the plant’s interface.

    Seeding : Converts resources gained into Seeds. 50% of the amount displayed.

    Shearing : Provides 150% of displayed resources and reduces wounded and intoxicated chances by 50%. For example, a 40% base chance is reduced to 0%, not 20% ! Use Tools.

    Seed Scattering : Provides 50% of displayed resources. Chance of spawning a new sprout nearby. Use Rotten Resources.

    Cooling : Does not provide any resources. Grants heat resistance and drought resistance for 12 days. Use Toxic Water.

    Arborists’ Workshop :

    Pruning : Basic action. Provides 100% of the resources displayed in the plant’s interface.

    Notching : Converts the displayed resources into a gain of Resin. 50% of the amount displayed.

    Shearing : Provides 150% of displayed resources and reduces injury and intoxication by 50%. Use Tools.

    Cooling : Does not provide any resources. Grants heat resistance and drought resistance for 12 days. Use Toxic Water.

    Watering : Does not provide any resources. Chance of evolving the specimen to the next stage. Use Toxic Water.

    Agricultural Farm :

    Reaping : Basic action. Provides 100% of the resources displayed in the plant’s interface.

    Uprooting : Provides 250% of displayed resources. The specimen reverts to Young Sprout status. Use Clean Water.

    Cooling : Does not provide any resources. Grants heat resistance and drought resistance for 12 days.

    Watering : Does not provide any resources. Chance of evolving the specimen to the next stage.

    All plants can now be planted in the plant nursery and their costs have been adjusted.

    Plant panel now shows the contextual information of the plant. For example, if a plant gives 12 Bark by default but the plant health reduces the amount of resources obtained, it displays 8 instead of 12. Default values can be accessed via a toggle in the plant panel.

    Plant spreads will now be much more reliable even in crowded locations.

    Harmonized plants growth duration, and reduced growth duration from planted to intermediate state.

    All invasive spreads will now behave more aggressively: after having affected a plant, they will continue to move towards other plants.

    Plantation mode feedback has been improved: now display valid and invalid cells, and the plant range.

    All plants have been reworked.

    7 new plants have been added.

    Plants presence on maps have been changed and maps terrain have been changed.

    Added a wind mask to many plants, allowing them to wave in the wind.

    Added a depth texture to many plants, improving their shadow visual.

    Research tree:

    Several researches have been moved in the tree, and new researches have been added:

    Added research giving a bonus to expedition’s carry capacity.

    Added research unlocking the new buildings.

    Added research unlocking the new harvest tasks.

    Added research increasing harvest building range and number of tasks.

    Added research increasing the Fertilizer and Mineral enhancer ranges.

    Added research increasing the temperature resistance of production buildings.

    Most researches costs have been adjusted.

    Tablet researches have been changed.

    Research Center research is now pinned at start in all scenarios.

    Districts:

    Added a feedback on top of houses that don't belong to a district.

    Display contribution score of buildings and plants belonging to a district when its square is selected.

    Display a preview of the score changed in extension placement mode.

    Display potential contribution score of all buildings and plants during extension placement mode.

    Replaced the Tea bar, Canteen and Kitchen category by a Picker’s Cabin, Arborist workshop and Agricultural farm category in the scoring of the Sand Furrow district.

    Increase district extension area size (from 15x15 to 19x19)

    Reduce district first extension costs, and change the costs of intermediate extensions to be more accessible.

    Inverting increase research point stock threshold bonus from monument and observatory district with knowledge and culture threshold bonus from greenpark and display district

    Tutorial:

    Adjusted the tutorial according to the new features.

    Added dedicated sections in the tutorial interface, accessed through the “?” button in the top right corner of the screen.

    Other Changes
    Content:

    1 new campaign with 3 scenarios

    5 new Buildings

    2 new Resources : Spice & Yeast

    Spice is used in Complete meals and Yeast is used in Bread.

    7 new plants.

    15 new exploration events.
    Balancing:

    Citizens will now eat the food that replenishes their hunger the most in priority.

    Increase some late game resources craft speeds.

    Reduce healing duration and remove cost from weakened serious.

    City event social and culture+knowledge can appear for the first time 20 days later.

    Resources:

    Mushrooms:

    The Kitchen no longer spawn mushrooms.

    The Decomposer now spawn mushrooms at a very high rate. Pro tip: these mushrooms can be harvested automatically with the Arborist workshop default task.

    Soft fibers:

    The Cutting station no longer crafts soft fibers.

    The Weaver workshop now crafts soft fibers. It has been moved in the early game section and its costs adjusted.

    Paper and scrolls:

    The Weaver workshop no longer crafts paper and scrolls.

    A new building now crafts paper and scrolls: the Paper mill.

    Complete meals:

    A new resource is required to prepare complete meals : the Spices.

    Spices can be obtained from the Autonomous garden with Ashy kernels, Resin and Seeds.

    Breads:

    A new resource is required to prepare breads : the Yeast.

    Yeast can be obtained from the Autonomous garden with Ashy kernels and Mushrooms.

    Ashy kernels:

    Now only used in Spices and Yeast.

    Planks and Bricks:

    Planks are now used from Early game (upper circle of the Research screen) and Bricks are used from Mid game (right circle of the Research screen). All usages have been adjusted accordingly.

    Buildings:

    Most building constructions are now faster to build, and rebuild!

    Most building constructions require less workers, which saves on transportation costs.

    All decorations are now free.

    Use a fixed cost for the sandglider garage consumption

    Pharma Lab:

    Infirmary and PharmaLab are now unlocked together

    Pharma lab has no longer an additional research for medicine + all base craft are easier AND faster.

    Reduce build cost.

    Cutting station is now unlocked by default in all scenarios

    Increase output capacity of production and harvest buildings to 100 units.

    Canteens and tea bars now apply their bonuses even when they're not active.

    Allow to assign 5 citizens in the Autonomous garden (up from 4).

    Allow to assign 5 citizens in the Foundry (up from 3).

    Maps & quests:

    All plants' presence on maps have been changed according to the new resources they give.

    All temperature, humidity, organic matter and minerals have been changed to correspond to work well with the new Dynamic soil feature, plant needs, and temperature thresholds in buildings. They have been made more readable.

    Lakes now apply the “water point” modifier on their shores, over a distance of 6 cells.

    As a comparison, canals apply the “water point” modifier in a rectangular range of 10 cells.

    As a reminder, the “water point” modifier increases humidity by 30%, reduces temperature by 15°S and increases wellbeing by 5.

    Adjusted rocky amalgam spawners rates.

    Biome now have a clearer specificity:

    Sandy biome is -10 humidity.

    Mossy biome is +3 organic matter.

    Rocky biome is +5 mineral.

    Adjust scores for medals

    Adjust all starting stocks.

    Adjusted the old campaign to better fit with the new features and progression. It is recommended to play the new campaign, which offers a better experience.

    Feedback & Interface:

    Show satisfaction sources when selecting a housing.

    Added 2 new tabs in the Book of Knowledges:

    The Districts tab

    The Biomes tab

    Replaced the production recipe dropdown menu by a popup menu, which allows to display important informations that were lacking:

    Previewing precise costs of recipe, before switching.

    Recipes durations.

    New recipes.

    Shadow bonuses will now be displayed directly, and shadow is displayed as a modifier name. The shadow icon has been added in related texts for easier linking.

    Added a shortcut to open and close the list of advanced views. It is rebindable in the options.

    Terrain and satisfaction view doesn’t display a value on lakes anymore.

    The way the best score is saved has been made clearer: “The score is saved when the objective is reached, and can improve until the Cycle 40.” Victory popup is now displayed again after 40 cycles when the time limit is reached, if the Quest has been already completed.

    A checkbox in the Cellar can now disable its food distribution.

    Added new illustrations for city events.

    Differentiate recommended and mandatory cells during placement phase. For example, pontoons display mandatory cells, while houses display recommended cells.

    Irrigation pumps now show preview cells in both directions (instead of only for the current direction).

    Pontoons now show previous cells only where they can be placed.

    Changed the visual of the button used to close the research screen, exploration screen and book of knowledge screen.

    Added an icon for dead state of plants.

    Added loading tips.

    Clicking anywhere in the loading screen will now display the next tips.

    Added "Recommended" tag on relevant campaign cards in the main menu.

    Added people in the credits.
    Bug Fixes:

    Season timeline is now tied to difficulty instead of scenario, which allow for a different timeline for harmony mode.

    Consuming a resource no longer refills the hunger or thirst gauge to 0 before adding the resource satiation value to the gauge.

    Fixes on harvest module flow :

    Fixes when first harvest slot is empty and others are filled with tasks

    Fixes on next task selection when finishing a task

    Fixes on feedbacks with missing resources for tasks with a cost

    Adjusted pathfinding penalties. Citizens should now be more likely to travel on roads.

    Fixed a bug where the Collect buttons of the action menu could stay in the unfolded state.

    Fixed a bug where citizens were ignoring priorities on worksites when deciding where to bring resources.

    Fixed a bug where it was impossible to use the keyboard to move the camera in the Research screen and the Exploration map when the mouse was over some UI elements.

    Fixed housing or terrain modifier construction tooltip not showing when moving out of occupied cell.

    Fixed kitchen not receiving the bonus of the Canteen when in its range in some cases.

    Fixed varying range modules asking for science or legacy points not starting when gaining points.

    Fixed a bug where notifications would be wrongly displayed on reload.

    Moved fixed events in “Return from Infinity” that were partly concealed by a mountain prop.

    Fixed a bug where the victory popup would wrongly show an unlocked medal, and other score mistakes

    Fixed a bug when destroying or moving a Garage that could break the display of houses that were in its range

    Fixed infinite loading when loading a game or going back to main menu during a season change

    Research graph now cannot be controlled when a popup is visible

    Fixed city event fail to not remove citizens in expedition.

    Tried to improve dialog bubble.

    Drag & drop no longer deselects in research and exploration screens.

    Fixed transition from move building to several states not disabling district borders.

    Fixed an error on dropped resources feedbacks when going back to main menu.

    Scenario score is now correctly updated if it is improved after the initial victory (within the scenario time limit).

    Added “missing workers” feedback on plant nursery.

    Fixed a bug where citizens would never reach their destination after a reload, causing various bugs.

    Fixed invisible satisfaction gauges in the top of the screen when the game is in japanese.

    Removed empty tooltip with error text when hovering the type text of a collectable prop.

    Visual fixes:

    Fixed outline glitches

    Fixed foundry not using outline mask

    Fixed a bug where research titles on the selected research panel could be hidden by the panel's close button

    Fixed citizens warning being on top of various interfaces

    Various UI corrections

    Performance & Optimizations:

    Tweaked some settings on pathfinding which should slightly improve CPU usage.

    City resource categories refresh, pinned researches list

    Optimizations on houses satisfaction score update

    Optimization on feedbacks worldspace showing or hiding

    Performance optimizations on inventories resource need or remove requests

    Visuals:

    Lots of optimisation, mainly focused on atlasing and changing textures settings.

    optimized destruction effect rendering.

    Lots of optimisation on outline masks.

    Other Changes:

    In sandbox mode, the exploration map is now randomly chosen between all the existing ones.

    Added 2 new zoom levels: one closer and one further away.

    Satiety and Hydration changes: Each citizen consumes 1 Satiety and 1 Hydration per day for clarity. When a resource states that it restores 12 Satiety, it means the citizen won’t have to eat for 12 days. There is no exception since the Satiety and Hydration gauge has no maximum.
    Sounds & Music:

    New ambient system: when the camera is near a building, you can now hear specific ambiance related to the building depending on the current activity.

    “Neutral activity” : Rustic Tente, Stone Houses, Long Houses

    “Playful activity” : Canteen, Tea Bar, Kitchen

    “Heavy Work activity” : Carpentry, Forge, Foundry, Sandglider Garage, Sand Extractor, Factory

    “Light Work activity” : Art Gallery, Hall of Wise, Library, Spheric Forum, Auditorium, Cold Bathhouse, Science Exhibition, Embassy

    “School activity” : School

    “Market activity” : Display Square, Bartering Outpost

    “Normal/Walk activity” : Founders Square, Green Park Square, Observatory Square, Monument Square, Fountain Square, Sandfurrow Square, Scent Garden

    “Minning activity” : Arranged Cave

    “Aquatic activity” : Pontoon

    “Worksite activity” during construction

    The music will now slightly change when the player is close to the defeat.

    The music will now vary based on the player's progression during the game.

    Added sound effects on new gameplay elements and some existing ones that lacked them.
    2502261115 (2025-02-26)Update 0.5 - Corrective Patch #2

    Balancing

    Removed Music Workshop building from the list of building giving Social in the HUD tooltip of Social Satisfaction

    Removed some research for certain maps (because the related building can’t be placed in the scenario)

    Removed Sand Factory from Scenario 02 “Ruthless Sky”, freemode “Island Oasis”, freemode “The Furnace” & freemode “Ruthless Sky”

    Removed Arranged Cave from freemode “Ruined Delta”, freemode “Island Oasis” & freemode “Beacon in the Sand”

    Bugfix

    Fixed a bug where the plant panel being closed when clicking inside the panel

    Fixed a bug where the plant panel stays open with the impossibility to be closed

    Fixed a bug where the Social bonus giving by roads was not applied when reloading a game

    Fixed a bug where the option “Reset First Event” didn’t work

    Fixed a bug where the tooltip on hover of information in the selected panel (just below the header with the image of the selected object) wasn’t showing up
    2502120539 (2025-02-12)

    Hello everyone! It's been a week since the 0.5 update, and we hope you like it! As it was a smaller one, the corrective patch is going to be smaller as well! :D

    Once again and because we'll never say it enough, thanks for playing Synergy!

    Please find the full changelog below for this Corrective Patch:
    Update 0.5 - Corrective patch #1

    Balancing

    Added Soft Fiber with Toxic Water task to the research “Liana Hearts”

    Bugfix

    Fixed a bug where the preview was not clearing correctly when destroying canals with the pump selected

    Fixed a bug where the reset option page button reset all pages

    Fixed a bug where Input rebinding was not properly reset when switching tabs

    Fixed a bug where a harvest task couldn’t be started because of missing resources. It now handles the next task in the queue

    Fixed a bug where birds used to spawn multiple times after returning to the main menu

    Fixed satisfaction value objective not completed when satisfaction has value before reaching quest step

    First Time Event popup for buildings are shown if building is already selected when construction is completed
    2412101947 (2024-12-11)

    Hello everyone!

    Here's the second corrective patch for the 0.4 Update! We do hope you're enjoying this big update so far!

    In this corrective patch, of course a lot of different bugfixes, but also some tweaks about interface & global feedback, but also balancing and a bit of optimization! :D

    Please find the full changelog below, and as always, thanks for playing Synergy!

    Update 0.4 - Corrective Patch #2

    Balancing

    Increased quantity of starting citizen for Scenario Sandbox 01 map (from 13 to 16)

    Adjusting starting stock for all Maps (both normal and easy mode)

    Swapped positions of the research “Green Water” (alternative recipe replacing clean water by toxic water) and “Open Circuit Cooling” (-2 Toxic Water per recipe if the building if near a water source) and adapting the cost of these

    Decreased the number of citizen in the reward for Step 05 "Reconciliation" of Scenario 03 (from “17 Adults, 3 Children” to “13 Adults, 2 Children”)

    Adapted mid-advanced flow to reduce tension on Carved Wood

    Interface & Feedback

    Research point bars now also preview the numeric quantity of points in stock when hovering the buttons

    Fixed missing space in the title of the victory popup

    Reordered building in the construction menu

    Prevented the feedbacks over plants, buildings and citizens to appear while the UI is hidden (F9)

    The selected panel of a research point producing building now updates when using its research points

    Once a research is unlocked, its costs are hidden

    Bugfix

    Corrected localization issues and made quality improvements to the EN localization

    Fixed a bug which could lock the game on the loading screen when going back to the main menu

    Fixed research unlocked notification animation that wouldn't replay if it was already playing

    Fixed a bug where color glitches occurred on some UI elements of selected building’s panels : the “?” button, the “destroy” button and some Werehouse’s UI elements (filter and min/max buttons)

    It is now possible to switch from pinned researches to diary in the HUD

    Researches that unlocks a new type of analysis now properly is pinned by the quest

    Hidden button “sent the expedition” on zone panel if the expedition is coming back to the city

    Fixed credits scroll which stopped too early when setting UI scale was set lower than 1

    Fixed a bug where citizen can’t eat/drink because the action was canceled if their houses was move

    Optimizations

    Citizen Sorting only updates district scores instead of updating whole districts
    2412041426 (2024-12-04)

    Hello everyone! Following the 0.4 update, here's the first corrective patch! It's taking care of the biggest points we've/you've seen so far! Another corrective patch is set to be released next week. If you find any problem when playing, as always, do not hesitate to keep us posted either here on Steam forums or on the game's Discord And of course, as usual, thanks a lot for playing Synergy!

    Please check the full changelog below :

    Balancing

    Changed construction cost of Music Workshop (from “30 Bricks 50 Carved Woods” to “50 Bricks 30 Carved Woods”)

    Added Composite to late game researches:

    Advanced Houses: +10 Composite

    Auditorium : +10 Composite + 30 WoodSculpture

    Embassy : + 30 Composite

    Library: +10 Composite

    Science Exhibition: +30 Composite

    Increased the Science Point cost of Explorer Hut and Kitchen researches from 5 to 10

    Interface & Feedback

    Changed buildings order in the building's list so that similar buildings close to each other

    Reordered meals in the kitchen (cooked meal before bread because it gives less satiety)

    Updated Infirmary UI & illness tooltip

    Added precision on research point production speed (1 decimal)

    Added missing information in irrigation canal building tooltip

    Uniformised wording between debilitation/weakness illness in English

    Bugfix

    Fixed a bug where selection was impossible behind a feedback worldspace or an order pin

    It should now be possible to place plantation orders from the Plant Nursery through other order pins

    Fixed a bug where the blue highlight on harvest buildings could stay active after clicking on a plant

    Fixed disappearing pins on research nodes when loading a save from the main menu

    Fixed not localized texts

    Fixed Exploration radial menu button being disabled after destroying one Explorers' Hut with while having at least one other hut on the map

    Fixed a bug where the bonus offers by the sandglider were not correctly displayed in red in its interface if the building is inactive

    Fixed icon alignment in several languages in analysis popup text

    Fixed a wrong text in the wiki page of districts

    Fixed a bug which could prevent buildings from being correctly highlighted in construction mode when flipping some decorations

    Visuals & Audio

    Tweaked the volume of the SFX associated with the new district places
    2410081255 (2024-10-09)

    Hello everyone!

    Here's the second corrective patch for update 0.3! It's pretty short but the issues it solves were pretty annoying. This should be the last corrective patch before the next content update, the 0.4. Stay tuned for more info!

    Please find the full patchnote below :
    Bug Fixes

    Fixed a bug where resources could be endlessly transported back and forth between 2 prioritized storage buildings, causing transport problems

    Fixed the spawning of flying fauna when loading a save, causing a lot of spamming

    Fixed pending analysis notifications when loading a save, causing a loss of analysis results

    Fixed mismatching notification count when loading a save with pending analysis notifications
    2408061229 (2024-08-06)

    Hello everyone!

    Sliding in just a quick hotfix, as the tutorial in Spanish was having a critical issue that we wanted to patch as soon as possible. Expect a bigger patch soon!

    Lo sentimos a nuestros jugadores españoles y españolas!
    2406111837 (2024-06-12)

    Hello everyone!

    Here's a new patch with a lot of different topics! We keep on working on those bugs you're having, but we're also tweaking the balencing and adding/fixing stuff linked to overall QoL. That's a lot to read, but here's a patchnote that lists the changes!

    And as usual, thanks for playing Synergy, and for all your feedback!

    Have a wonderful day,
    Patch #2 - 12/06/2024

    Balancing

    Bunch tree shadow will now correctly decrease temperature

    Reduce road and canal destroy duration

    New plants added by a spread are now immediately sorted in clusters. It should prevent the creation of stacked plants

    Districts that increase max satisfaction also increase current satisfaction

    Temperature control balancing:

    Increase tree shadow size from 5-7 to 7

    Plants that increase organic matter now also reduce temperature by 5, except trees which were already applying shadow (shadow reduce temperature by 10 and increase wellbeing by 5)

    Reduce Plants range from 5 to 4

    Elements that are considered as "water point" (canal, fountains and well) now reduce temperature by 5 (non-cumulative with each other)

    Sun awning now apply Shadow in its range (shadow reduce temperature by 10 and increase wellbeing by 5). Its range has been reduced from 10 to 5. It doesn't increase wellbeing in range anymore since shadow is already increasing wellbeing. Its construction cost is now 12 tree tunks and 6 resin.

    Tapping a sunshade tree is now possible and gives resin, making resin easier to obtain in the second scenario of the campaign.

    Feedbacks / Interfaces

    Fix request for a resource needed not resetting correctly when the storage is full, leading to "missing transporter" feedback staying active

    Inputs are disabled when an input field in a warehouse module is selected (ESC key deselects field)

    Fix input text incorrectly showing "400" when erasing wanted amount in resource entry in warehouse module

    Fix order paint from a different emitter when target already has an order with same order type (now allowing to order harvest on a plant which already has an harvest order from a different building)

    Fix a research description that was not mentioning the affected building

    Added space between paragraphs in option description text

    Input buttons in options are not interactable

    Disable pressed state of info tooltip button on building selected panel

    Change pruning icon + fix 1 wrong icon for reaping (in researches)

    Add population growth tutorial as first page in the HousingSatisfaction step

    Desaturation works correctly again on plantation mode

    Remove the mention of "unlocking researches" in the research bonus module (+ its tooltip)

    Added technological or cultural feedbacks on selected research panel in research screen

    Add information about the relation between "Pause Unfocused Game" option and "Mute Inactive Window" option

    Production buildings' default method is now empty if there are more than one available

    Other bugs

    Fix not opened analysis notifications data shared between different games

    Fix texture assigned on watergourd for better result on grown state

    Fix depth and navigation issues on purification basin

    Fixed some feedbacks not correctly cleaned when destroying a building

    Fix wrong plant spawn positions in plant nursery + added security when a citizen tries to plant on an inlalid object

    Fix move camera with mouse sometimes locked

    Fix road built when still in worksite on a loaded save

    Fixed a bug where the autosave could be triggered after the player clicked on the "Return to the main menu" button, or during the loading of another save file

    Fixed a bug where citizens would never go to the infirmary after loading a save file

    Fixed infinite loop crash when a capacity modifier bonus is removed from a building

    Fixed a blocking bug when trying to destroy an empty production building

    Fixed a bug where resources would not be directly transported from production building to other buildings (infirmary, art gallery, school...) if there was no available storage for this resource.

    Fixed a bug where citizens would bring resources to paused worksites after a reload

    Irrigation pumps also reduces temperature in their canals range

    Fixed a bug where sandglider garage was not correctly loaded when loading a save in certain conditions

    Several minor fixes in FR and EN only
    2406061037 (2024-06-06)

    Hello everyone!

    Let's go for our first patch! Why is it now called a patch instead of a hotfix? Well basically we kept the Hotfix term for the quickfixes after the release. Now that we're more on a cruising pace, it felt more appropriate to stop calling them Hotfixes. Also, as the "Minor Update" term is used in our Roadmap, we don't want to use that word because it'd be confusing. You might think that I'm thinking too much for just 3 words! And I might be, but I still think semantics are important :D

    Anyway, the big news here is that we updated our version of Unity, fixing a video memory issue. What it does mean is that the memory issues might've been the source of a lot of different crashes or performance issues, and this might fix it for you. Do not hesitate to come and tell us if you still have those problems!

    There are also a lot of different bug fixes, a bit of QoL and balancing in there. To know more about that, please read the patchnote below

    Thanks a lot for playing Synergy!

    Patch #1 - 06/06/2024

    Our version of Unity has been updated. It fixes a video memory issue, and we hope it will fix at least some of the crash issues players may experience

    Reworked Return From Infinity map (first scenario of the campaign). It should now be easier to progress in the map throughout the game, with early game resources moved closer to the starting location and more easily obtainable, late game resources moved farther, and more obvious choices for your city's expansion

    Fixed a bug where notification animations could be stuck and never disappear

    Fixed a bug with Destroy Orders at reload which could break the save

    Fixed a bug that could force the player out of Plant Nursery's plantation mode

    Fixed a bug which could block the game when saving between two quest steps

    Fixed pink highlight on buildings not correctly cleared when destroying a house

    Fixed district bonuses not correctly removed when the district becomes invalid

    Fixed wrong "no worker feedback" on plant nursery module

    Fixed depth texture of the Hatted Tree

    "Window on top" option should now be correctly hidden on MacOS

    Sunshade Tree and Hatted Tree should now correctly apply shadow in their range in the "collected" (fruitless) state

    Fixed Bamboo flute and Whipping gourds needs

    Plants feedbacks while in Harvest mode should now be correctly displayed on any plant states

    Analysis : changed condition to unlock Plant actions information. You now only need to have unlocked the corresponding harvest building before performing the analysis

    Petrified Giants and other protective plants should now correctly prevent Cinder sprouts from spreading

    The message informing that a scenario completion is required to progress in the campaign is now correctly displayed in the scenario selection screen

    Resolution, UI scale options and Reset options button should now work better with windowed mode

    Locked scenarios in scenario selection are now displayed in a non interactive greyed state

    Better sorting order for save files in load menu

    Improved highlight effects (Cumulative highlights should work as intended)

    Extension buildings (Experimental laboratory, Spherical forum, Sandglider garage) doesn't require to be placed near their respective base building anymore

    Removed tool cost from Arborist Workshop and horti hut

    Reduced tool costs from several researches (arranged cave, irrigation canal, music workshop, pharmaceutical factory, sand extractor)

    Increased historic district citizen bonus from 1 to 2 but decreased default Art gallery worker count from 4 to 3

    Increased harbor district toxic water cost reduction from -2 to -5

    Increased natural district plant growth speed bonus from +25% to +50%

    Various bug fixes
    2405291137 (2024-05-29)

    Hotfix #4 - 29/05/2024

    Fixed a bug where feedbacks on buildings were not correctly displayed

    Fixed a bug where building panel buttons (pause, prio, destruction) could stop working properly if two buildings were selected very fast

    Fixed a bug were citizens were not correctly assigned to their working place on reload

    Fix a blocking bug which could happen when the citizens were trying to harvest a plant which has been removed from the map

    Fixed a bug where building highlights were not correctly disabled

    Fixed a bug where citizens' vital need could be disabled when starting a new game after the tutorial

    The player can now build up to 3 Weather Stations. This will allow the completion of multiple districts requiring a Weather Station.

    Research durations should now be correctly displayed in the Research screen even if they already are completed

    The Sandglider Garage expedition speed bonus should now be correctly active on reload

    The Sandglider Garage is now in its active visual state by default

    Some exploration pins have been moved to be more easily selected

    Fixed a bug where exploration pins had a wrong icon on reload

    Fixed two inverted Diluvian Bush analysis info about its needs

    Fixed the "mineral minimize analysis info" that was displaying organic icon instead of the mineral one

    The resources counts displayed in the HUD are now visually limited to 9999

    Various text corrections
    2405232238 (2024-05-24)

    Hello everyone!

    We're pushing a third hotfix, this one specifically for a single bug - but an annoying one. We're also aware of an issue where, sometimes, UI buttons (like destroying a building, or accelerating time) do not work as intended on click. However, you should still be able to use them with the keyboard shortcuts

    We're actively working on this and will push a fix as soon as possible!

    Hotfix #3 - 24/05/2024

    Fixing a bug where, when reloading a save, citizens assignation in buildings was not conform to when the save occured
    2405231022 (2024-05-23)

    Hello everyone!

    Here's a second patch, this time fixing a lot more than the previous one. We keep on chasing those nasty bugs!

    I'm also thanking you all for taking part of this ; you've really helped us a lot with all of your reports, either on Steam forums, to our support mail ( support@goblinzstudio.com , should you need it!) or on the Discord

    This really allows us to gain precious time on fixing the bugs, and we're super grateful about this.

    Here's a list of what's changed!

    Hotfix #2 - 23/05/2024

    Fixed a blocking bug that could occur when deselecting the Field Laboratory

    Fixed a bug with keyboard camera movements in the Research tree

    Fixed a bug that prevented the achievement linked to obtaining Tablets from updating

    Harbor district is now asking for WaterPump as main building and Pontoon has been made optional. Its score has been ajdusted.

    Fixed a bug preventing Citizens to go to the Infirmary in some situations

    Order prioritisation (Harvesting, Analysis...) is now correctly saved

    The option to disable autosave should now work correctly

    The Plant Nursery can now be used to plant a new plant on top of the small decorative props

    The game's logo has now been localised for the Japanese, Chinese and Korean versions

    Added the missing resolution to the JourneysNeverTaken event. The event reward is now correctly obtained

    Objectives requiring you to explore a zone should no longer take the starting zone into account

    Added the Early Access info modal popup to the main menu

    Unused researches and narrative researches are now invisible in free modes

    Buildings and plants duplicates are displayed only once in district owner module view

    (text consistency) Use correct text tags and terms around protections resource mentioned in researches

    Adjust a brambles analysis info (it was not mentioning the spread of the plant)

    Fixed various bugs in the display of the panel and tooltip of production buildings operating without citizens (eg. the Well)

    Added various missing translations

    Corrected various errors in the translation of certain texts

    Hatted Tree : added depth map

    Embassy: added depth maps and updated pathfinding for citizens walking through the building

    Added a security check on a potentially destroyed object that the game was trying to access (Exploration pins)

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