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Patch notes · published by the developer

Traffic and Launch Updates

On Steam

2026-11-06

0.1.1 Traffic and other QOL fixes

Today we’re pushing out a much-needed traffic fix. Don’t worry, we had it planned before launch! You can see everything in this morning’s update below. We’ve also listened to the great criticism we’ve gotten, and we want to get those things fixed as soon as we can. Lastly, the crashes. We know some of you have been crashing. Some of these come from Godot’s built-in multi-threading, which is still experimental. We’re working on moving to our own engine, but that will take some time. In the meantime, we’ve fixed the crashes we’re seeing.

Please note that due to the increase in size (people, cars, homes), the roads will need to be widened as well. This is a rather large change in our engine. As such, we've made the changes, but when cars park on the curbs, people will walk through them. This will be corrected in the next update with wider roads. Additionally, you can build more parking garages as well, this will encourage people to park in the parking garages instead of the curbs. You can also set district, or city wide policies to avoid it, or, you can take advantage of it, and put up parking meters.

On to what’s fixed and updated!

The City: Update 0.1.1, Traffic and fixes

Traffic

  • Drivers now look for better routes all the time, not just when they’re stuck. Every car on the road rechecks its route about every 20 seconds and switches when it finds a quicker way. Drivers react to accidents, closed roads, new roads and freeways as they drive. A driver who switches counts toward traffic on the new roads right away, so everyone doesn’t pile onto the same shortcut.

  • All hazards in a roadway now account for a score, and each driver will score a path they are on every 20 seconds to determine if the path they are on is still a viable solution. This will be tweaked a bit in the coming days, but expect a massive improvement in traffic experience. This update will allow for highways, and bypasses to have more effect on a crowded city.

  • Cars are 15% bigger, to match the bigger people.

  • About half as many cars run into each other. Cars now keep proper room in queues, at junctions and when changing lanes.

  • Bigger cars take up more room on the road, so the same roads carry fewer cars than before and busy cities will see more jams. Turn lanes, wider roads, roundabouts and bus lines help.

  • New: “Why it is backed up” on a road’s card. Click a jammed road to see what the cars are waiting for (a turn, a light, a stop sign, or a queue backing up from a road further on, which is named). The card also suggests what would help: a turn lane, a roundabout, another route, a bus line.

  • City Lens talks about traffic. People name the roads that are backed up and where the queue starts. They also thank you when a road you just built starts carrying traffic.

  • With larger cars means less parking spaces. Starting now, if you don't have parking garages and their are no spots people will just turn around, or go home, or change plans. This can cause unhappiness.

People

  • Everyone is 50% bigger, so people look right next to the buildings and cars. This covers walkers, crowds, crews, firefighters, farm hands and holiday figures. Bike and scooter riders keep their size to match their bikes. NOTE: We did attempt to increase the size of the bikes, with riders, and some of the people who do services. If you notice they aren't working as expected, please press f8.

  • People walk at a more normal speed than what they did on launch.

  • Doorways have been resized to fit the bigger people.

  • We already had higher-definition citizen models in the game; we just didn’t render them in the city view because we were worried about performance. We’ve now turned them on. If you notice any issues, or like the old ones better, let us know!

  • People in the distance keep walking and keep their colors. They no longer switch to stiff, plain figures as you zoom out, and they stay detailed twice as far away.

  • The citizen animation has been changed to reflect the new size of the models.

  • There was a relatively annoying bug that would cause citizens to not use elevated walkways when they were placed around a roundabout, causing them to walk through the roundabout. Since they were jaywalking, you can call the police to stop them, but it was getting chaotic. We fixed this so if their is an elevated crosswalk, they will opt to use that instead of potentially getting hit, or a ticket.

Crash and stability fixes

  • Fixed a freeze while loading a city with a storage facility on some computers.

  • Fixed crashes from running out of graphics memory while loading on 6–8 GB graphics cards, such as the GTX 1060 and RTX 2060.

  • If the game closes unexpectedly twice in a row, it switches to single-threaded mode by itself and tells you, with a button to restart right away. Some graphics drivers are more stable this way. You may notice lower performance, especially in large cities. You can turn multi-threading back on from the start screen at any time.

  • Additional metrics have been added to the crash reporting system so we can better identify some of the crashes happening on mobile series cards. If you are on a laptop, or a high end card (5080, 4080, etc.), and get a random crash on start up, please notify us on steam, discord, or in game so we can push a hot fix asap. This should be fixed for the most part, but there are likely to be outliers still.

Zoning

  • You can now decide to use a single lot (one square), or dual lots (two squares) for families. Previously, the game would determine if a single lot of a dual lot was used. This will let you build nicer / different neighborhoods at your leisure.

  • When adding this feature, we noticed that some of our single lots can potentially take an extra large space by mistake. This has been corrected.

Tutorial

  • Fixed the Happiness chapter getting stuck at the street lights. It asked for a tab that no longer exists. It now points to the Lighting tab, and the notes about bus lanes and toll plazas point to Designs.

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