MEGACITY — Latest Update: Build 19. 2.8.0
See the Problem, Tap the Fix
This build is all about making trouble easy to read and easy to solve. When something starts going wrong in your city, the game now tells you what is happening, how bad it is, how long you have, and gives you a one-tap way to fix it.
Added:
Problem cards that name the fix, right on the Overview — new breakdown cards for your power grid, water supply, crime, and biosphere lay out exactly what is dragging each one down. Every card comes with a one-tap fix that takes you straight to the building or edict that solves it.
One-tap fixes land you in the right place — tapping a recovery tip now sends you to the exact building or action that addresses the problem, and it always lands somewhere valid rather than a dead end.
Know how long you have — the power grid now tells you how many turns until it goes dark at the current rate, and the biosphere card shows how fast it is recovering or decaying.
Early brownout warning — you now get an inbox alert and an on-screen news ticker heads-up the moment the grid is heading for a brownout, so you can react before the lights start flickering even if you are not looking at the power screen. It clears once the grid recovers and can warn you again if things slip.
See what each building takes in and puts out — production buildings now show their inputs and outputs at a glance, so it is clear what feeds what.
Changed:
An honest power readout — the power number now accounts for seasons and storms, so what you see is what your grid will actually deliver instead of an optimistic estimate.
Ecological collapse can be turned around — a collapsed biosphere is no longer a dead end. With the right buildings and edicts, you can pull it back to a survivable level.
Fixed
Missions stay put — missions no longer vanish from your active missions list.
Notes
Existing saves load as-is. Nothing needs resetting.
The downloadable game manual was also refreshed, including a new Army section.