Development update.
Since the last version update, MEGACITY has received one of its biggest development passes yet. This update is focused on making the city easier to understand, more reactive to your decisions, and much harder to accidentally break.
## A more alive city
- **Faction demands** now give rival factions clearer priorities and consequences. Respond to them, negotiate, or let tensions build.
- **Wars now have a stronger rhythm**, with conflicts paced across in-game days and concluded wars preserved in the diplomacy archive.
- **Recurring crises explain themselves**returning problems now warn you that they will come back until the underlying issue is fixed.
- **Wildlands systems have expanded**, with better ecology interactions, new discoveries, and more meaningful biosphere consequences.
- **Rare species discoveries are now one-time events**, so completing one no longer causes the same card to return later.
- **Black-market purchases now have real outcomes**, with confirmation prompts before committing to risky choices.
- **Contracts are more transparent**, including warnings when combined demand exceeds your income and partial recovery when contracts are scrapped.
## Better production and military information
- Production buildings now show their **inputs, outputs, staffing, throughput, and effective multipliers**.
- Civilian production clearly separates **supply, stockpile demand, and actual output**.
- Military logistics now makes the shared **Food pool** and ration usage easier to understand.
- Training facilities and **Accelerated Training Doctrine** now show exactly how much time they save.
- Training boosts display countdowns and clearly announce when the doctrine expires.
- Company licensing and other economic systems have received balancing and persistence improvements.
## More useful tools and navigation
- Research search now covers the **entire technology catalog**, with category breadcrumbs that take you directly to the right place.
- A new **Bestiary** screen gives you a better way to browse factions, creatures, and signature units.
- Biosphere, infrastructure, power, and water diagnostics now give clearer recovery guidance.
- Recovery recommendations navigate directly to valid buildings, edicts, and actions instead of leaving you at a dead end.
- Important warnings now reach the news ticker even when you are on another screen.
- Text scaling and accessibility labels have been extended across more of the game.
- Loading and startup messaging are clearer when the game needs extra time to recover or hydrate a save.
## Fewer accidental disasters
- Irreversible actions now ask for confirmation before they spend resources or remove something important.
- Double-tapping events, construction orders, and other costly actions is safer.
- Stale event cards can no longer be used to repeat rewards.
- Save failures are handled more safely, including during desktop **Save & Quit**.
- Steam Cloud conflict handling now better protects deleted slots and cooldown state.
- Desktop and Steam build refreshes are more reliable and easier to validate.
This parch is still an Early Access update, but the direction is clear: fewer opaque systems, better feedback, stronger consequences, and more ways for your decisions to shape the city.
Thank you for playing, testing, reporting problems, and continuing to build dystopian cities with me.
I truly appreciate you.
**BUILD · GOVERN · SURVIVE · CONTROL**