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Steam News10 July 20250y ago

v1.1 Update Out Now!

Hi everyone! Update 1.1 is here, featuring Hard Mode and other requested features! We hope you enjoy this final major update and can’t wait to hear your feedback!

In this update12

Full notes

Full Synergy update

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

What changed

33 fixes24 additions28 changes3 removals
  • Maps
  • Balance
  • Gameplay
  • Events
  • UI and audio
  • Workshop
changedNew difficulty Mode: Hard mode named Resilience Mode+10 temperature on whole map in hard mode
removedNew difficulty Mode: Hard mode named Resilience ModeRemoved random chance to not consume food or water satiety for citizen in easier, now quantity of resources consumed depends on difficulty mode
addedNew difficulty Mode: Hard mode named Resilience ModeAdding modifiers depending on difficulty for community services (satisfaction buildings with varyingRangeModifiers module) -20% asked resources on Harmony mode +20% asked resources on Resilience mode
addedNew difficulty Mode: Hard mode named Resilience ModeAdding upkeep modifiers depending on difficulty for soil modifying buildings (Fertilizer, Mineral Enhancer, Irrigation Pump) -20% on Harmony mode +20% on Resilience mode
addedNew freemode map named Orphan PeakAlso added freemode version of the 3 Gust of Fire maps (Last Springs, Taking Root and Devastation)
changedNew City Events9 news city events : Down by the River Malnourished Get Cooking! Split Decentralizing Research Proposals Sharing is Caring Motivation Gathering of the Sages
Fixed heatmap legend of house satisfactions (previously range030Fixed heatmap legend of house satisfactions (previously range increased, buff

Synergy changes

changed+10 temperature on whole map in hard mode
removedRemoved random chance to not consume food or water satiety for citizen in easier, now quantity of resources consumed depends on difficulty mode
addedAdding modifiers depending on difficulty for community services (satisfaction buildings with varyingRangeModifiers module) -20% asked resources on Harmony mode +20% asked resources on Resilience mode
addedAdding upkeep modifiers depending on difficulty for soil modifying buildings (Fertilizer, Mineral Enhancer, Irrigation Pump) -20% on Harmony mode +20% on Resilience mode
addedAlso added freemode version of the 3 Gust of Fire maps (Last Springs, Taking Root and Devastation)

Hi everyone! Update 1.1 is here, featuring Hard Mode and other requested features!

We hope you enjoy this final major update and can’t wait to hear your feedback!

Synergy

New difficulty Mode: Hard mode named Resilience Mode

  • +10 temperature on whole map in hard mode

  • Plants die faster in Resilience mode (slower in Harmony mode)

  • Plants give less ressources in Resilience Mode and more in Harmony mode

  • Removed random chance to not consume food or water satiety for citizen in easier, now quantity of resources consumed depends on difficulty mode

  • Refresh city score when changing difficulty

  • Adding modifiers depending on difficulty for community services (satisfaction buildings with varyingRangeModifiers module)

    • -20% asked resources on Harmony mode

    • +20% asked resources on Resilience mode

  • Adding upkeep modifiers depending on difficulty for soil modifying buildings (Fertilizer, Mineral Enhancer, Irrigation Pump)

    • -20% on Harmony mode

    • +20% on Resilience mode

New freemode map named Orphan Peak

  • Also added freemode version of the 3 Gust of Fire maps (Last Springs, Taking Root and Devastation)

New City Events

  • 9 news city events :

    • Down by the River

    • Malnourished

    • Get Cooking!

    • Split

    • Decentralizing

    • Research Proposals

    • Sharing is Caring

    • Motivation

    • Gathering of the Sages

  • Satisfaction events’ system adjusted to prevent starting a new event just after completing one

Input Inventory Management

  • New option to change input inventories’ capacity for production modules

New Icons and Tooltips in Objectives

  • Clicking on an objective that asks to unlock a research opens the research screen with it selected

  • Add Icons in quest objectives for the following items:

  • Needed resources now have their affiliated icon before the resource’s name (material and immaterial)

  • Tablet now have a tablet icon before the “Tablet” word

  • Satisfaction threshold have the related satisfaction icon before the satisfaction names

  • Orders (harvest and analysis) now have the related icon before the order’s name

  • Needed research now have a generalist research icon before the research’s name

Balancing

  • Added a reward to the completing of Step 01 in the Anchorage 01 (Merciless Skies)

    • +4 adults & +3 child

  • Reduced temperature needed for Volcanic Tree to not poison on harvest from 100° to 90°

  • Changed the Volcanic Tree temperature condition to not poison on harvest so it cancels the sickness application even if only one cell is 90° or above

  • Removed a citizen reward that was doubled in two exploration event related to the "Warning" step of scenario Merciless Skies of the Anchorage campaign

  • Increased range of the Carpet building from “5x5x5x5” to “6x6x6x6” to match with the Table building range

  • Modified Construction cost of the ArtWorkshop and the MusicWorkshop to replace bricks by composite

    • Art Workshop from “30 Brick” to “20 Composite”

    • Music Workshop from “50 Brick” to “30 Composite”

  • The citizen reward in exploration is now based on game time progression

  • Added a recipe allowing production of Boreal Rock in the Sand Factory

    • “5 Protection” + “20 Water” give “80 Boreal Rock”

    • Also add an alternative recipe with Toxic Water instead of Clean Water (unlockable with the “Green Water” research)

  • Changed spread of Cotton Sprout and Water Gourd

    • Reduced Cotton Sprout max cluster size

    • Cotton Sprout spread time increased from 10 to 15 days

    • Water Gourd apparition time increased from 20 to 25 days

  • Modified scenario Merciless Skies of the Anchorage campaign so there is more spot to place Irrigation Pump near spawn

  • Modified scenario Beacon in the Sand of the Anchorage campaign

    • Reduced Salt Drop Trees and Diluvian Bush cluster size

    • Moved some Water Gourd cluster near the Rocky Fig to protect them during the first dry season

  • Sand Extractor now have an efficiency modifier depending on mineral terrain property (the more mineral the more efficient the building is)

  • Sand Extractor also reducing mineral in is range by 6 (excluding core cell)

  • Removed the placement quantity limitation for the Sand Extractor (was previously capped at 3 buildings on the map)

  • Increased production time of the sand recipe in Sand Extractor to match with the new bonus depending on mineral level from “20 days” to “25 days”

  • Improved the satisfaction to reach in the tutorial to make it clearer about satisfactions threshold, satisfaction bonus tiers and satisfactions tags

  • Modification to support map start :

    • added 3 Child to every map at the start

    • balanced starting stocks resources to fit properly (on all difficulties) : +5 Bark, +20 Clean Water, +20 Sour Pods & +20 Vegetables

  • New states added to Bamboo Flute, Cotton Sprouts & Lava Bulbs

  • The modifier tooltip of “Water Need” depending of soil properties is now responsive to terrain properties chosen for the building

    • Adding a "TextColor" field on the TerrainProperty class

Added player thanks to credits

For those who actively contribute during Synergy's Early Access — through the demo, bug reports, suggestions, answering other players and/or sharing advice — we thank you directly in the game credits.

Interface & Feedback

  • Placing a building will now display its entry point to help place a building correctly

  • Added access to the Book of Knowledge from the resource monitoring panel, that filters automatically on the selected resource

  • Added warning icon and tooltip text when a plant is dying in its UI

  • Dead plant only display its health state if it can revive in plant panel

  • Added precision in tooltip for varying range modifier module where resources used depends on housing modules in range

  • Each tooltip of each satisfaction of a housing now displays all the bonuses applied to it and which buildings are participating

  • Rectangle ranges are now shown as "width x length"

  • Exploration zone pins now display a quest icon if an objective is asking the player to explore it

  • Sort resource trades by result in Bartering Outpost

  • Splitted toxic plant condition in multiple condition for better feedback

  • Added animation when a resource trade is performed

  • Added new feedback on production buildings indicating when its production is stopped because of the weather

  • Adjustment on analysis tooltip’s text for some plants that were referring to specific soil property thresholds. tooltips now specify more precisely the cornered threshold value

  • Modifying text display on world space feedback for production building that are stopped during dry season

  • New description in the tooltip of spheric forum and experimental labs to explain that they increase the citizen capacity of the Hall of wise and the Research center respectively

Bugfix

  • Fixed a bug where plant were not dying when being sick during a long time

  • Fixed a bug where sage lung needs conditions being sometimes checked in plant panel while not active

    • Sage Lung texts changed + Value Type set to High for needs (still not enough to fix all issues)

  • Fixed a bug where plants would spawn dead

  • Fixed a bug where road on irrigation canal destruction only giving back one boreal rock

    • It is now not possible to select road or canal worksite

  • Fixed heatmap legend of house satisfactions (previously range from 0 to 30 instead of 0% to 100%)

  • Fixed research unlock description for harvest task

  • Fixed negative temperature in houses or production building when temperature resistance exceeds exterior temperature

  • Fixed a bug where building with 4 orientations stay at the same orientation when moving it

  • Fixed dropped resources hover info and feedbacks order

  • Fixed hover sometimes not showing resource name

  • Fixed a bug where it was not possible to zoom or click behind order pins

  • Fixed a bug where the heatmap of plantation mode was not correctly take into account invasive plants conditions to display 0% satisfaction

  • The tooltips are now hidden when moving camera

  • Fixed start button text replaced by “continue” before showing loading screen when starting a new game from main menu

  • Fixed texts with white squares on tooltips in smaller ui scale values

  • Fixed a bug where the mouse cursor could stay in “move mode” in the main menu

  • Citizens will now go heal in closest available infirmary instead of first built one

  • Fixed plants in wrong state when loading a game while being in a paused game

  • Various fixes on roads and canals placement :

    • Fixed roads on canals conditions to prevent misplaced road on canal in front of a pump

    • Allow to build road on canal right next to a pump

    • Fixed invalid tiles when placing roads or canals

  • Fixed main menu background size for certain resolutions

  • Fixed camera snap when moving camera with keys while mouse button is pressed

  • Fixed "have 6 maxed districts" achievement activating with founders place

  • Fixed some cases where research module selected panel had misplaced bar cursor

  • Fixed plant tooltip tags text when it needs two lines

  • Fixed unable to correctly use saves when game folder is read only

  • Fixed district upgrade button’s text appearing on two lines in japanese

  • Fixed housing feedbacks appearing too early during the tutorial, before citizens were able to live in houses

  • Adapting the tooltip for soil property dependent production modifier. Now gets correctly fed with the progression value depending on the property and the property unit symbol.

  • Fixed Cactus Shrub not showing conditional resources on shell order

  • Fixed city event consequence to lose or gain citizens not correctly displayed

  • Preventing expedition to being wiped when a quest destination has been crossed in exploration to avoid behind block in an objective

  • Deleting macro save won't delete all autosaves anymore

  • Fixed citizen shadowing on sand factory

  • Fixed graphical issues on hall of wise

  • Fixed Spiketree outline

  • Slightly adjusted highlight effect on elements while canceling an order to match the highlight color while painting an order

  • Fixed a bug where it was not possible to build roads on environment decorations props

  • Fixed a bug where the ranges were wrongly flipped if a range bonus was activated (with a district bonus for example)

Optim

  • Cleaning and optimising (reduce unused textures, clean highlight, optimize shaders, …) on buildings (Mineral Enhancer, Greenhouse, Cooling Machine & Foundry)

Visuals

  • Trees new sprites added

    • Sunshade tree

    • Hatted tree

    • Bunch tree

    • Spike tree

  • Improved shadow on various plants

Other Changes

  • Disabled incompatible option "limit mouse in game area" on MacOS

Source

Steam News / 10 July 2025

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