Skid Cities
Steam News 6 January 20264mo ago

Small gameplay tweaks, bug fixes, and performance improvements

Hey Cyberpunkers! I’ve just pushed a small patch focused on fixing some annoying issues, tightening a few gameplay mechanics, and improving performance in large cities. Nothing flashy — just making things work better an…

Update log

Full Skid Cities update

The complete published notes, normalized for clean reading and source attribution.

Repeated intro

Hey Cyberpunkers! I’ve just pushed a small patch focused on fixing some annoying issues, tightening a few gameplay mechanics, and improving performance in large cities. Nothing flashy — just making things work better and more consistently.

Extracted changes

3 fixes0 additions3 changes1 removal
  • Performance
  • Fixes
  • Maps
  • Balance
  • Gameplay
changedHey Cyberpunkers! I’ve just pushed a small patch focused on fixing some annoying issues, tightening a few gameplay mechanics, and improving performance in large cities. Nothing flashy — just making things work better and more consistently.
fixedFixed an issue where the last tutorial step for wealthy buildings was showing an empty message (please report if it still acts weird).
fixedFixed the “View” button in news not bringing you to the correct map location.
fixedFixed an issue where some level 4 buildings couldn’t be built on top of , even though they should have allowed it.
changed🎮 Gameplay tweaks & balance
removedPantheology buildings no longer require road access — they’re meant to emerge in slums, after all.

Here’s what’s in:

🛠 Bug fixes

  • Fixed an issue where the last tutorial step for wealthy buildings was showing an empty message (please report if it still acts weird).

  • WASD controls are working again (yes, that one was painful 😅).

  • Fixed the “View” button in news not bringing you to the correct map location.

  • Fixed an issue where some level 4 buildings couldn’t be built on top of, even though they should have allowed it.

🎮 Gameplay tweaks & balance

  • Airports now correctly decrease desirability for wealthy residentials and offices.

  • Pantheology buildings no longer require road access — they’re meant to emerge in slums, after all.

  • Tweaked the influence of Neuraltink and Wajima to prevent infinite positive feedback loops (still keeping an eye on this one).

  • Level 3 vertical layers now provide a desirability boost to FR, RR, and CR (with coefficients — feedback welcome).

  • Unrest events now unlock much later in progression.

  • Organized crime will also arrive significantly later, giving you more time to stabilize your city.

Performance

  • Optimized loading times for large cities, especially those with lots of water and mountainous terrain. You should notice faster loads on heavy saves.

That’s it for this one. As always, thanks for playing, testing, and reporting issues — it genuinely helps shape the game. More updates coming soon 🚧🏙️

Source

Steam News / 6 January 2026

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