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Steam News24 April 20262mo ago

Dark Mode, Studio Sorting & Mid-Update Flexibility

Hey everyone!! Hope you're all doing well, the weather outside has been gorgeous and I took a bit of advantage of it! But true to form, on the gamedev side I didn't stick to the plan. Let me tell you all about it!

In this update2

Full notes

Full City Game Studio: Your Game Dev Adventure Begins update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey everyone!!

What changed

1 fix3 additions1 change0 removals
  • Balance
  • UI and audio
  • Fixes
  • Gameplay
  • Performance
addedThis Week's RecapThe last release candidate introduced a few bugs in the annual report. Some pretty nasty ones actually. So I gave it a proper fix-up. It now works correctly in dark theme mode, and the color of the numbers adapts depending on whether you're making a profit or not.
changedThis Week's RecapI also made a few small interface changes. When you have multiple studios, the studio list now lets you sort them by name or by activity. You can choose to show inactive studios first, or mix everything together. One more bit of freedom for you!
fixedThis Week's RecapOn top of that, a few small fixes, including one for publisher offers. When you were working with a competitor to publish a game, the expense and revenue info wasn't being stored correctly in the save. To be clear, the actual revenue figures were fine, it was the financial metadata that wasn't being saved properly. That's now fixed.
addedThis Week's RecapI also got an interesting piece of feedback that I took the time to implement. You can now assign studios while you're in the middle of developing an update or a DLC for a game. It wasn't straightforward to handle, since it touches quite a few things under the hood, but it gives you a lot more flexibility. So that's a straight-up win for everyone!
addedWhat's Coming NextI still have plans to work on the studio director, you know, so it keeps building on a specific IP rather than constantly spinning up new ones. Honestly it's not easy to pull off, because I don't want IP selection to tank the game's performance. And above all, I want you to be able to tell the studio director exactly which IP to focus on.

City Game Studio: Your Game Dev Adventure Begins changes

addedThe last release candidate introduced a few bugs in the annual report. Some pretty nasty ones actually. So I gave it a proper fix-up. It now works correctly in dark theme mode, and the color of the numbers adapts depending on whether you're making a profit or not.
changedI also made a few small interface changes. When you have multiple studios, the studio list now lets you sort them by name or by activity. You can choose to show inactive studios first, or mix everything together. One more bit of freedom for you!
fixedOn top of that, a few small fixes, including one for publisher offers. When you were working with a competitor to publish a game, the expense and revenue info wasn't being stored correctly in the save. To be clear, the actual revenue figures were fine, it was the financial metadata that wasn't being saved properly. That's now fixed.
addedI also got an interesting piece of feedback that I took the time to implement. You can now assign studios while you're in the middle of developing an update or a DLC for a game. It wasn't straightforward to handle, since it touches quite a few things under the hood, but it gives you a lot more flexibility. So that's a straight-up win for everyone!
addedI still have plans to work on the studio director, you know, so it keeps building on a specific IP rather than constantly spinning up new ones. Honestly it's not easy to pull off, because I don't want IP selection to tank the game's performance. And above all, I want you to be able to tell the studio director exactly which IP to focus on.

Hope you're all doing well, the weather outside has been gorgeous and I took a bit of advantage of it! But true to form, on the gamedev side I didn't stick to the plan. Let me tell you all about it!

This Week's Recap

The last release candidate introduced a few bugs in the annual report. Some pretty nasty ones actually. So I gave it a proper fix-up. It now works correctly in dark theme mode, and the color of the numbers adapts depending on whether you're making a profit or not.

I also made a few small interface changes. When you have multiple studios, the studio list now lets you sort them by name or by activity. You can choose to show inactive studios first, or mix everything together. One more bit of freedom for you!

On top of that, a few small fixes, including one for publisher offers. When you were working with a competitor to publish a game, the expense and revenue info wasn't being stored correctly in the save. To be clear, the actual revenue figures were fine, it was the financial metadata that wasn't being saved properly. That's now fixed.

I also got an interesting piece of feedback that I took the time to implement. You can now assign studios while you're in the middle of developing an update or a DLC for a game. It wasn't straightforward to handle, since it touches quite a few things under the hood, but it gives you a lot more flexibility. So that's a straight-up win for everyone!

What's Coming Next

I still have plans to work on the studio director, you know, so it keeps building on a specific IP rather than constantly spinning up new ones. Honestly it's not easy to pull off, because I don't want IP selection to tank the game's performance. And above all, I want you to be able to tell the studio director exactly which IP to focus on.

Yeah... just that. Anyway, that's it from me, see you next week. Take care of yourselves in the meantime, Xavier aka Binogure

Source

Steam News / 24 April 2026

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