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Hotfix for visual glitches in the new public transport map
Lines, stations and fleet now are different tabs in the public transport widget Station management lines and stations are now decoupled for easier management of line rerouting Raised the limit of bus lines to 8 Improved precision of the public transport ridership simulation
Fixed a problem with intel graphics sometimes not starting Improved textures
Fixed police coverage taking weeks to catch up after hiring officers or changing streets, and cars being stolen next to staffed police stations While placing a building you now see a preview of it Days look brighter and more colourful, and nights less murky Digging a landfill
New Cancel action in Controls: bind a second key that backs out of every dialog, menu and tool. Escape still works Your mouse's side buttons can now be bound to any action Every connected controller now shows up in the settings, unplugging one is noticed, and a Steam Deck can
Microlandia gets its own game engine
Microlandia 2.2 runs on Moonshine, our own engine, built for voxel cities. Up to 40% less processor time and 39% less memory. Plus a hidden achievement.
Waste is now divided into categories: plastics, organics, paper, the rest, and unsorted New recycling bins: homes near a bin sort their waste into plastics, organics, paper and the rest New biogas digester: built beside a landfill, it turns the city's sorted organic waste into
Small fine tunings to the business AI so they are more resilient and better at keeping their staff employed without overhiring Business owners settle for their own share of a wage instead of quitting when profits are thin Fixed how the data is presented in the business inspector
Important note: this patch corrects a problem that started in 2.1.3 that caused many businesses to close and residents to leave. If you think your city 'death spiraled' from this, you can contact us and we'll help you recover your savefile.
Lowered the floor rent price of farms so they become the most accessible price for starting up a firm
Hotfix for the “results does not match” contract error making the census window failing
Improved how citizens' spending is accounted for and it matches better with what is demanded in non-exporting firms like retail, restaurants and leisure.
Drag over a street with a different layout to rebuild it: the cursor names the street and the price. It works between layouts of the same width Single-family-home neighborhoods are laid with narrow 10 m streets, since their houses park in their own garages Fixed neighborhood
Microlandia 2.1: The Street Life Update
Build bike lanes and narrow alleyways, rethink parking with garages and underground spaces, and welcome the biggest shopping mall in Microlandia.
New Air Quality section in the Pollution tab: the daily air quality index where your citizens live and work, its main pollutant, and a verdict from Good to Hazardous Reworked the heat map: it now adds up the heat your city adds by day and by night, with new levels from minimal
Reworked how power is imported from neighbours: each neighbouring city has a different cap on how much it can sell - Micropolis (North): 44M kWh/day nuclear, Richton (South): 8M kWh/day coal, San Gigante (East): 2.
Fixed the garbage export bill: the Regional Waste Compact now updates its estimate of your exports precisely. Waste disposal costs drop a lot in big cities.
Farms and vineyards need much less water, now calibrated on real irrigation surveys. The sources are listed in the documentation Small adjustments to the data center and information sector logic, so that they are more likely to be founded correctly and less likely to be a waste
Fountains now come in six looks: pick round, small square, small round, rococo, brutalist or modern Data Centers rebalance: When founded, it starts with 20 million in venture capital.
Hotfix for soccer/basketball fields not rendering in some cities
New building: Data Center, a commercial building plenty of jobs for IT, but water and power hungry, and nearby residents oppose it.
Fixed very large cities getting stuck in an endless loading loop Fixed the map and the building inspector not working on older macOS versions Fixed Campara starting with $100M instead of its $200M starting loan
Faster city loading on some graphics cards that saw loading screens for minutes Improved fallback to WebGL2 when WebGPU rendering is not available Fixed cities that could fail to load after a lost connection during loading Fixed loading cities with lost elections waiting three
New Victorian and Mediterranean looks for the House, with three models each and several paint colours. Pick them alongside Bungalow in the building style chooser, which now translates their names Coal plants can now sell spare power through transmission towers when Sell surplus
Solved GPU memory leak that was causing a blank screen on some macOS machines. Solved an initialization bug that caused the game not starting on some Windows machines.
Microlandia 2.0 is here
Power your city, clear its air and cool its nights. Reshape the hills, explore a new coastal region and grow a skyline that glows after dark, all with a whole new look.
Hotfix for the approval rating map layer not showing up on big cities Hotfix for a problem that prevented loading a different city after reloading the game, getting stuck on the loading screen or bouncing back to the title screen Fixed some buildings losing their window textures
Hotfix for the property value map layer freezing the game for several seconds ocassionally on some bigger cities.
Microlandia 2.0 arrives September 28. Public beta starts today
Our biggest update yet has a release date. Switch to the beta branch on Steam today to try the full 2.0 feature set, then help us polish it for launch on September 28
Companies with lots of cash now take the risk of going through recessions, and they avoid closing as much as they can by just waiting or cutting staff in order to keep runway until recession ends so they can start hiring / saving cash again.
Fixed the casino entrepreneurs' AI so it weighs the initial investment properly before founding a casino company, instead of going bankrupt right away Fixed the casinos' Sin Tax calculation and how it interoperates with the regular taxes, avoiding double charges Fixed how
Housing quality is now visible: every home shows its tier (Basic, Standard or Premium) in the building panel and in the build menu's hover tooltip Improved hiring/firing performance in the simulation to avoid slow performance on > 20k population cities
Hotfix for bus lines: the buses in fleets are better distributed amongst the lines. Also, when editing bus lines we are smarter about rebalancing the distribution.
Microlandia 2.0: Soon in public beta
An update on our roadmap for the next major update, the biggest yet
Sin tax policy: when enabled, adds a specific tax rate for gambling businesses (casinos and race tracks) Hotfix for a bug in farm company founding and hiring, that caused many vacant farms or farms not hiring, despite having sufficient demand Fine tuned the casinos revenue model
New businesses now check whether their sector has room for another seller before opening, instead of founding blind into an already-saturated market and slowly bleeding out A company that can't sell anything shrinks its staff quickly instead of holding a full payroll for months
Bus fares are no longer charged to riders who died or left the city partway through the month. Public transport ticket income was overstated by roughly 1 to 2% in a settled city, and by considerably more in a month with heavy turnover, so the fare line now shows what your riders
Hotfix for the drag-and-build gesture for residential buildings sometimes silently failing without placing anything
Microlandia 1.14: The Construction Update
Version 1.14 is all about building. New tools make construction more comfortable, the tools you already use got better, and new buildings give you real control over where your city's commercial life happens.
* Added neighborhood generator for the apartment and mixed-use buildings. Drag to build barcelona-inspired blocks with inner courtyards, or shift-drag for a classic city grid. * Performance improvements to simulation of big cities (20k+ residents)
Changing public worker salaries no longer reprices current employees, but starts in effect for the next hire. This reduces a lot of bugs related to price shocks.
New „Human Resources“ panel where the salaries of public workers can be changed and also an overview of the whole city staff payroll can be seen New OST track by Pablo Rubio Fix problem with bus lines when playing with game controller Nerfed the ransomware asking price by 20%