Greetings!
We are happy to announce our next big content update.
Thanks to your interest and support, we've had the chance to modify New Cycle's current roadmap over the past month and expand the content inventory planned for version 1.0.
As the first fruit of this reorganization, I am sharing the details of our next major update content below. We continue to complete and add the necessary infrastructure for the New Cycle universe to grow deeper and more versatile in a healthy way.
I would like to remind you that the innovations that come with interim updates are part of early access and may contain missing parts that need to be completed in the next steps due to the natural flow of the development process.
Once again, as dedicated indie developers who are very much connected to the New Cycle Universe, we would like to reiterate that we continue to pay the same attention to detail and quality that we have shown so far with each new piece. Hope you enjoy the content and new mechanics in this update, which takes us one step further and sends another strong message about the potential we are trying to achieve in the future.
Thank you for all your support and patience throughout this process.
Due to the nature of early access and the significant changes we'll introduce with this update, savegames from the current version won't be compatible with the new content. To mitigate any inconvenience and to allow you to wrap up your current game runs, we'll also introduce new branches you can opt into:
Find out more about branch selection here .



An expansion that we believe will serve the Dieselpunk theme of the New Cycle universe and its unique interpretation of realism very well, both visually and functionally.
This side mechanic aims to add another level of depth to the gameplay and management process. It will radically affect city planning, the efficiency of structures operating over long distances, the road network, as well as introducing new structures and heavy vehicles into the universe.

Our game design is not based on the absolute transportation of beings from one point to another and the visual realization of this. This can be roughly interpreted as general 'universal free logistics'. However, we still have a transportation/distribution approach that involves distances, roads, conveyor systems and vehicles. Further deepening and developing this approach, with 'Land routes and district depots' you will see additions and changes with the flow as follows:
Advanced buildings that you build within a certain distance (On the playable 3D map) from your initial settlement center will be subject to a negative regional distance multiplier, just like the negative effect of 'no road connectivity'.
In order to work beyond certain distances without negative worforce bonuses, you will need to build small logistics hubs in those areas and need to connect these logistics hubs with a 'road network' to a main logistics hub in your city, which can be one, just like a train station.
Complete the necessary developments and design routes that operate between these logistics centers by producing trucks with various types of cargo transport.
Each district will need a different scale of transportation capacity according to the assets it produces. In addition, the labor force that will work in these regions will also need to be transported by vehicles. (definition of the need to transport people in proportion to the labor force required by the structures in the region).
Along with universal efficiency and workforce values, 'logistics capacity' for these regions will also work as a productivity multiplier.All this traffic will require active maintenance and uninterrupted energy supply for the structures involved, and will rely on the fuel and maintenance costs of the operating vehicles.
Additional surprise sub-mechanics, entirely at the player's choice, to spice up the gameplay experience in a different dimension. However, we will be careful to ensure that this approach does not conflict with the 'City Builder' spirit, and does not tip the balance by adding too much extra to the game.
In all playable maps, mineral deposits locations and contents will now be procedurally redistributed at the start of each new game. In subsequent updates, the procedural infrastructure will be supplemented with similar methods that are much more dependent on land morphology, such as agriculture and other resource points.

We may live in a post-apocalyptic universe, but if we can make flour, why not cake?
Everyday consumer goods, extra food supplements, products for different needs! Daily distribution with delivery structures (Stores) close to the living areas to raise the living standards of the community and provide us with extra gains. It will work in a similar way to structures that offer services and products, such as pubs or infirmaries. We aim to deepen production/consumption and output flow one step further with this new side mechanic that will also distribute 'luxury' consumer goods such as tobacco, coffee, spices, etc. in the future.
A new add-on designed to expand mineral deposits accessed through advanced mining towers, or for prospecting excavation to find new ones to replace depleted deposits. You will need powerful diggers and advanced infrastructure to carry out this exploration activity. You will need to be able to produce advanced components, such as the engines used in trucks, and integrate them into the mining rigs to make them work. This will also increase the electricity required by the advanced mining tower.
With the additions and updates to the rendering process, we are now able to provide an infrastructure to support the use of more real-time light components. This will make a significant difference to night gameplay, while also improving both the performance and visual feedback of effects and general lighting in day mode gameplay.
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With the new logistics system and procedural mineral deposit distribution system, old and small maps will no longer be used. Instead, a tundra and steppe variant of the current 'Great Meadow' map will be used, scaled 25% larger. You can experience the new great tunda map in this update and steppe biome is being completely overhauled and will be released in the next minor update.
Community
Mechanical
In line with the roadmap and in response to feedback and community requests. Those not on this list but in the planning/production phase will also be included in the 'Roadmap' document.
Important changes
Gameplay


Assets
Our content for the next major update and the minor updates before it will focus primarily on the following topics;
Localization
Due to some unforseen issues with editing and our localization pipeline, text will partially default to English. We're working hard at a solution and will fix this asap! Please reach out to us on our community discord server if this is impacting you experience!