
MEGACITY — The Road to Steam Update.
Build v2.7.1 (build 18)
A note from the developer: this is the biggest set of changes MEGACITY has had since it went into your hands. I have spent this stretch making the early game kinder, the late game fairer, and the whole thing a little more playable however you like to sit down and play. Here is everything that is new.
An easier first hour:
New cities are now walked through their first build, first edict, and first dispatch one step at a time, instead of dropping you into every system at once.
A "do this next" objective marker on the Overview keeps your next move in sight, and short coach tips explain each screen the first time it unlocks.
A calmer opening holds back disasters and crises for a little while so you can find your footing before the pressure starts.
When you found a city you choose your start style: GUIDED for all of the new-player help, or VETERAN to skip it and drop straight into command. The game remembers your choice.
Play it your way:
Full controller, keyboard, and Steam Deck support, start to finish. On-screen focus highlighting moves you between buttons, menus, and the district grid without a mouse, and a built-in controls panel lists every binding. The Steam Deck works out of the box.
The screens you use most now sit on the top navigation bar: Inbox, Stats, Research, Missions, Finance, Officers, Sectors, and Trade are one tap away. Keyboard players can jump to them with Shift and 1 through 8.
A city that sounds and feels alive:
A new mood-reactive soundscape shifts with the state of your city: calmer tones when things are stable, tenser layers as unrest, crime, and disorder climb. On by default, and it respects your mute, volume, and reduced-motion settings.
The world map now supports pinch and scroll zoom, labels stay crisp instead of overlapping, and the map centers on your territory instead of drifting to the edges.
A living, survivable world:
Clearer ecology warnings that name the fix. Before disaster hits, you get readable alerts for a failing biosphere, rising disease risk, and toxic bloom risk, each one telling you exactly what to build or enact.
Disease outbreaks and toxic blooms now burn out and are contained after a set number of turns instead of stacking forever, and their per-turn damage is capped, so one bad moment can no longer snowball into an unstoppable spiral. With no active outbreak and some investment, the biosphere climbs back to a survivable level.
Your Chancellor can now step in during a health crisis and enact vaccination or public health edicts before things tip over.
Command a real standing army:
Your military now runs on people. Troops are the constraint: they crew your vehicles and man your installations, and anything left under-crewed fights at reduced strength or not at all.
Build and garrison military installations, set your manning and supply priorities, and read a new manpower and logistics summary that tells you at a glance whether your forces are actually combat-ready, plus supply throughput and how long it will last.
Faith and the Reliquary See:
Three faiths drift across your districts based on what those districts do: The Eternal Flame, The Machine Choir, and The Ancestor Cult. Sponsor, tolerate, or suppress each one, or formally adopt one as your personal creed.
A tenth faction joins the game: The Reliquary See, a theocratic monarchy that worships prosthetics, ruled by the Iron Pontifex whose body is rebuilt from the canonized augments of every predecessor. Full lore and leader dossier included.
Put the busywork on autopilot:
An Auto-Manager framework across eight domains (Recruit, Research, Intel, Espionage, Agriculture, Trade, Military, Edicts). Each can be set to OFF, SUGGEST, or ACT from the new Advisor Briefings screen. Nothing is taken out of your hands until you opt in, and one button pauses every auto-manager at once.
Auto-Hire recruitment with a per-tick budget, target strength, and class priorities.
Quality of life that respects your time:
A confirmation step before costly one-tap mistakes: dismissing a troop or captain, disbanding a squad, and renouncing your Leader Cult now ask first, and the renounce prompt spells out the full cost before you commit.
Cleaner numbers across the game, with consistent thousands separators and shorthand.
A complete in-game manual covering the systems that needed it most: Cybernetics, the Black Market, Mining, Scavenging, Supply Chains, and the built-in expansion content, written to match how the game actually plays rather than how it was planned.
Never lose progress:
A crash now shows a recovery screen with a panic-save instead of a blank app.
Back up every save slot and your settings to a single file, and restore them just as easily. Export and import individual saves as plain files too.
Steam Cloud save conflict handling: if the same save changes on two machines, the game detects the clash and protects your progress instead of silently overwriting it.
Goals to keep you coming back:
A daily login streak with a small credit and research bonus that grows over the first two weeks.
Weekly procedural challenges that rotate every week, with a dedicated Challenges screen.
New achievements, including play-streak milestones and weekly-challenge clears.
Polish and stability:
Two performance passes plus an internal cleanup for quicker startup and steadier late-game turns.
Pausing now truly pauses everything. A paused game no longer hands you resources or messages for the time you were away, even across a reload.
Press F9 on the desktop build to save a screenshot, with F12 as a fallback when the Steam overlay cannot grab one.
The player title is now Commander throughout the game.
All of your existing saves load as-is. Nothing needs resetting, and games already in progress will not be forced through the new tutorial.
I need to sleep now...
Thank you for playing while I keep building. There is more to come.