
Steam news
Full Steam announcements and update articles for this title.
1.Fixed a bug where the map difficulty selection window would not pop up if the player had never entered the starter map. 2.Fixed a bug where offshore oil rigs failed to produce oil. 3.Fixed a bug where the construction limit for certain buildings was calculated incorrectly when using blueprints.
Added on February 28, 2026:
Fixed the issue that the newbie map couldn't be entered for the second time.
As 2025 draws to a close, Skyline Urban Story welcomes Version 1.2.0, bringing this year’s updates to a satisfying conclusion.
Because this update includes adjustments to core gameplay systems—especially the land value system—we strongly recommend starting a new map, or completely demolishing and rebuilding your city in an existing save. Otherwise, you may encounter frequent “insufficient land value” warnings. If you find the new mechanics unsuitable, you can revert to the previous version by locating Skyline Urban Story in your Steam library, selecting “Properties” → “Betas,” and entering the beta code “PlayVersion118.”
Below is an overview of what’s included in this update:
1. A new “Legendary Buildings” category has been added to the Research Lab. By researching it, you can unlock and construct six brand-new legendary buildings:
Mega Elementary School (30,000 student capacity by default, expandable to 60,000 through technology)
Mega Middle School (24,000 student capacity by default, expandable to 48,000 through technology)
Monument Tower (Land value +300 within a 5-tile radius, plus an additional +300 land value across the entire map)
Firmament Tower(Provides a large number of jobs and increases industrial and commercial demand stimulation for mid-wealth offices by 25%)
Diamond Tower (Provides a large number of jobs and increases industrial and commercial demand stimulation for high-wealth offices by 25%)
Spiral Tower (Provides a large number of jobs and grants an additional 10% job boost effect to the CBD district)
2. All research projects in the Research Lab now require a minimum Research Lab level.
3. Improved difficulty progression:
Land value requirements for most zones have been lowered, allowing mid-wealth and high-wealth office zones to be built earlier, while land value requirements for certain high-tier zones have been increased.
The revised land value curve makes early-game requirements easier to meet but more challenging in the mid-to-late game. This makes ultra-high-density layouts across the entire map harder to achieve and better reflects real-world urban development, where building density decreases as cities expand.
In addition, the unlock levels for hospitals and parks have been pushed back to prevent citizen demands from surging all at once at a specific city level and overwhelming government expenses.
4. Land value rule changes: “Job-based land value” has been removed, eliminating duplicate land value bonuses from job counts. Office and commercial buildings now provide land value bonuses to nearby tiles based on their office and commercial values respectively.
Low-density office zones affect a 1-tile radius, medium-density 2 tiles, high-density 3 tiles, and ultra-high-density 4 tiles. Higher wealth levels and greater office capacity result in stronger land value bonuses.
The same applies to commercial zones: low density affects 1 tile, medium 2 tiles, high 3 tiles, and ultra-high 4 tiles. Higher wealth levels and greater commercial capacity provide stronger land value bonuses.
The revised land value system ensures that each building type has only one land value influence radius, making land value planning and adjustment more straightforward.
5. In addition to transportation, public service buildings such as schools, parks, police stations, fire stations, and hospitals will now have maintenance costs that scale with the number built—the more you build, the higher the total maintenance cost.
6. For all buildings with technology expansion upgrades, upgrading their technology level will now increase the number of jobs they provide.
7. Density upgrade costs for all zones have been reduced, minimizing situations where government funds are instantly depleted when activating government official features.
8. Wind Power Plants have received new buffs: power generation is increased by 50% when placed near the ocean, and by 30% when placed near mountains.
9. The first-tier GDP effect now activates at a GDP of 100 million (previously 5 billion).
10. Fixed an issue where contract levels were calculated incorrectly, resulting in excessively high contract levels.
11. Increased the cost of most research projects, while no longer increasing research costs on Hard difficulty.
12. Icons have been added to the tile information panel, making it easier for mayors to quickly identify tile details.
13. Added three new achievements: reaching a population of 3 million, taking out all loans while maintaining a negative balance, and constructing six legendary buildings.
14. Due to the significant changes to the land value system, leaderboards will now include version selection. Scores, population, and GDP uploaded from the new version will be recorded on the new-version leaderboards.
The above is the main content of this update. Welcome mayors to enter the game and experience it. If you have any questions or suggestions, please feel free to provide feedback.
The leaderboard system has been fully rebuilt. Each map now has **Score**, **Population**, and **GDP** rankings, color-coded by difficulty.
Global leaderboards have also been added for each map size and for all maps combined.
Due to Steam’s user data protection, previous scores couldn’t be migrated automatically. Please manually upload your old saves or enable auto-upload to update rankings through gameplay.
Hello Mayors of **Skyline Urban Story**, welcome back! After nearly a month of silence, I’m excited to bring you news about the next big update. The upcoming version **V1.1.0** will be a major update, introducing new gameplay, mechanics, and buildings. Here’s the current timeline: - **Mid to late September**: New version test opens (details on how to join will be shared in QQ group 807821388) - **October**: Adjustments based on test feedback - **November or December**: Official release of the new version Why such a long schedule? First, this update is packed with new content that will push the game’s potential even further. Second, I’m just a solo, part-time developer, so my time and energy are limited—I hope you’ll understand. Now, let’s dive into what’s coming in this new version: Note: All screenshots are from a development build and may differ from the final release. Multi-language support (Traditional Chinese, English, etc.) has not yet been applied, so the screenshots are in Simplified Chinese only. Thanks for your patience! 1. Import & Export System The new version introduces a full-fledged import & export system covering all resources, including water and electricity. Cities no longer need to produce every resource locally—you can now focus on key industries based on the map’s geography and your own preferences, exporting for extra profit and importing what you lack. 2. Contract System Contracts can boost the export price of your key industries or lower the import cost of heavily imported resources. The more you trade, the higher-level the contracts become, increasing their influence on prices.
3. All-New Industry System To match the import & export system, the industry system has been completely upgraded. Each industry will now have clearer supply-demand relationships, forming industry chains within your city. For example, farms produce grain—after meeting local demand, the surplus can be processed into flour at mills for greater profit.
A brand-new UI will also present supply-demand and financial data more clearly, helping mayors plan their city’s development path.
4. GDP System The GDP system from the demo is making a return! With richer industries, GDP calculations now make sense, creating a more realistic economic system and enhancing immersion.
5. Larger Maps “Bigger maps” has been one of the most requested features. The new version adds frameworks for **Large** and **Huge** maps (previously only Medium). Tests will help determine if the new sizes feel right.
6. Player-Created Maps While the game may not boast stunning visuals, as a city-builder it must have custom maps. You’ll be able to design your own maps and play them according to your preferences.
7. Other Improvements To support the new systems, I’ll also be raising the city rating cap, unlocking more buildings, optimizing the UI, and more. These are still in development, so I don’t have screenshots yet. That’s all for this update plan! More details will come with testing or future previews. **Skyline Urban Story** is still growing, and every bit of support from you makes the game better. Thank you all, and I’ll keep working hard outside my day job to bring you the new version as soon as possible!
1. Added the **Map Score Leaderboard** feature. Participation is entirely optional—join if you wish. You can find the **Leaderboard** button in the main menu. Or, after entering the game, access the **Leaderboard** via the bottom menu to view score rankings across different maps and difficulty levels. **** Open your save, press **P** to open the City Report screen, then click **Upload to Leaderboard** in the bottom-left to upload your latest score.
**** In the leaderboard screen, check **** to automatically upload your new high score for each map. If left unchecked, the game will never upload your data automatically. Note: Any modified or suspicious scores will be removed via Steam backend to maintain leaderboard integrity. 2. The **Mass Demolition** feature now includes detailed stats for each building and plot type, helping mayors pinpoint targets more precisely.
3. Increased the window drag limit, allowing windows to extend beyond screen edges—useful when a larger visible area is needed.
1. The Research Lab now supports a research queue, allowing mayors to conduct research more quickly and conveniently. 2. A city-wide demolition feature has been added. You can select specific tile types to demolish across the entire map, making it easier for players who prefer saving money before updating the city. 3. In bulk demolition mode, hold the Ctrl key to quickly select tiles to demolish. Hold the Alt key to deselect tiles. 4. In bulk swap mode, hold the Ctrl key to quickly select tiles. 5. Fixed some text-related errors. 6. Added visual distinction between selected and unselected states for the main buttons in the info layer. 7. Added shortcut key J: Show land value. 8. By player request, a maximize option has been added to windowed mode for fullscreen-like display.
🔧 New Features
Transit Line Visualization When selecting public transport buildings, connection lines will now be displayed, giving a clear view of their connectivity. During construction, previews will show how the new transit connects to existing networks—making planning much easier.
Improved Density Upgrade Arrows (based on transit connections)
Blue Arrow: No effect on transit—safe to upgrade.
Yellow Arrow: Will disconnect this plot or adjacent ones from public transport—upgrade with caution.
Red Arrow: Will disconnect nearby public transport—upgrade is not recommended. This feature helps prevent city-wide transit breakdowns caused by careless density upgrades. To resolve yellow or red warnings, try placing nearby subway or bus stations until the arrow turns blue.
Commute Range Visualization Commute range is now split into base range (white) and extended range (blue). The extended range will remain visible after selecting a plot. The commute range toggle in the info panel now shows only the base commute range, helping you check whether residential zones and transit have a valid initial connection.
Draggable Windows Most UI windows can now be dragged around the screen. This helps avoid blocking important views—especially useful when previewing tile changes for subway upgrades. (Note: multi-window interaction is not yet supported, but may be added in future updates.)
Note: In older save files, features #2 and #3 may take some time to display properly due to legacy data inconsistencies.
⚙️ Adjustments
Standardized Transit Points To ensure accurate connection lines, all transport buildings now have fixed connection points:
Bus Stations & Subways: 5
Logistics Hubs: 6 In older save files, this change may break some existing connections—but with the new connection line system, they’re much easier to fix.
Subway Balance Adjustments Due to reduced maximum connection points, the subway’s ability to reduce traffic cost has been strengthened. The three subway tech upgrades are now:
–1 traffic cost within 3 tiles
–2 traffic cost within 1 tile
–2 traffic cost within 2 tiles These techs will be automatically unlocked in older save files to help quickly rebalance layouts without waiting for research.
Mid-Wealth Office Unlock Timing Adjusted To ease progression during the mid-town stage, mid-wealth office zones now unlock at the Medium Town level (instead of Large Town), allowing earlier access to their income benefits.
🧩 Optimizations & Fixes
Fixed an issue where commercial zones would not properly sync supply data with industrial zones after tile swapping.
Tutorial Simplified Based on feedback, the tutorial has been cut from 104 steps to 50, focusing only on core mechanics. More improvements to the tutorial system are planned.
UI Improvements for City Statistics
Updated icons to make city stats more noticeable
Moved the stats button next to the settings menu for a cleaner layout
Improved City Stats Window
Added categorized information
Removed unit abbreviations for better data clarity
Pathfinding Freeze Mitigation Based on player reports of late-game freezes, a temporary solution has been implemented:
When pathfinding calculations are running (especially after tile updates), in-game time will pause
Player input and UI remain responsive during this time
Time will resume once calculations finish If this reduces freeze issues, please let us know!
Fixed an issue where citizens couldn’t attend university despite available slots.
Fixed a bug where the confirm button disappeared during batch demolition.
Also added right-click to undo last selection during batch demolishing.
Optimized education coverage icon performance when placing residential buildings—improves late-game building smoothness.
Thank you all for your patience — Skyline Urban Story is officially out, and you can start playing now!
First of all, thank you for purchasing this game! And thank you even more for taking the time out of your busy schedule to experience it. As the developer, I sincerely express my deepest gratitude to every player.
In addition to my appreciation, I kindly ask for your understanding — this game was independently developed by me alone, so there may inevitably be imperfections. If you encounter any issues or bugs, I hope you won’t rush to leave a negative review. Instead, you can find my contact information in the game’s settings menu and reach out to me via email or social media. I regularly check all feedback and suggestions, and will respond promptly with updates and improvements.
Lastly, I wish you an enjoyable time with the game! If you find the game enjoyable, a recommendation or a shout-out to your friends and family would mean the world to me. Thank you so much~!
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This page aggregates Steam news feeds, patch notes, and developer announcements for Skyline Urban Story, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Skyline Urban Story statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.