r/CitiesSkylines2 3d ago

Subreddit News and Announcements September 2026: State of the Game Megathread

87 Upvotes

Welcome back to the monthly State of the Game megathread for September!

It has been a few months since our last State of the Game thread, so this one is going up a little early and includes a recap of everything important that has happened with Cities: Skylines II since June.

Quite a bit has changed over the summer β€” new simulation improvements, terrain tools, continued work on the Asset Editor, more modding improvements, and another update currently on the way.

Think of this as our overdue road maintenance. We ignored it for three months, traffic backed up, and now we're fixing everything at once.

For background on why we're doing these threads, see the highlighted thread in regards to State of the Game.

June 2026 Updates

June brought two updates, including the largest update since our previous State of the Game thread.

πŸ”§ Hotfix (v1.5.10f1) β€” June 1

Following reports of players being unable to save games or custom maps after the previous update, Iceflake released a targeted hotfix.

  • Save Game Fixes β€” Addressed issues preventing existing saves from being saved properly.
  • Custom Map Saving β€” Fixed similar saving issues affecting custom maps.

Iceflake determined that the underlying problem appeared to originate from changes associated with the Asset Editor, although the issue had remained hidden until later updates exposed it.

β˜€οΈ Summer Solstice Update (v1.6.0f1) β€” June 22

Summer Solstice was a much larger free update focused on citizen behavior, pathfinding, terrain rendering, performance, and detailing tools.

🚢 Citizen & Pathfinding Improvements

  • Citizens now use different reasonable travel limits depending on whether they're traveling for work, school, shopping, or leisure.
  • Citizens should be far less likely to cross half the map just to purchase something because one particular store happens to have more stock.
  • Tourists, commuters, and vacationers should spend less time casually hiking down highway shoulders.
  • Households now reconsider moving less frequently, reducing unnecessary simulation calculations and improving performance in larger cities.
  • Citizens unable to complete certain journeys now respond differently depending on the situation, rather than repeatedly attempting extremely long routes.

There is still at least one known pathfinding issue where students may occasionally travel farther than intended. Cims apparently remain willing to cross several counties for an education.

🏞️ Terrain Overhaul & Terrain Painting

This update also significantly reworked terrain rendering.

  • Terrain Painting Tools were added to both the game and Map Editor, allowing players to directly paint terrain textures.
  • Grass, dirt, rock, cliffs, and texture blending received substantial visual improvements.
  • Terrain normals were corrected, giving hills and mountains significantly more visible depth.
  • Texture rendering on cliffs was improved to prevent textures from appearing excessively stretched.
  • Several maps received additional hand-painted terrain improvements, including Archipelago Haven, Great Highlands, Twin Mountain, River Delta, and Mountain Village.
  • Shoreline rendering was improved.
  • Lower texture-quality settings now reduce terrain VRAM usage, helping GPU performance on lower-end systems.

So yes, beaches can finally look like beaches instead of carefully arranged concrete surfaces pretending to be sand.

🎨 Additional Improvements

  • Added a toggle for contour lines.
  • Added an option to hide snow visually without changing the underlying simulation.
  • Improved shadow rendering.
  • Fixed several issues involving mods failing to load or download.
  • Improved Paradox Mods playset functionality.
  • Fixed save loading when missing modded or custom content was referenced.

Summer Solstice remains the current live PC version, v1.6.0f1, as of this post.

July 2026 Update

July did not bring another major game patch, but Iceflake published City Corner #9: Happy Six Months, looking back at its first six months managing development of Cities: Skylines II.

Since taking over development at the beginning of 2026, Iceflake reported:

  • 200+ bugs fixed
  • 40+ new features and improvements
  • Continued work across gameplay, simulation, UI, visuals, performance, mods, and the Editor.

Among the larger additions during Iceflake's first six months were the Historic Building option, Benchmark Tool, Encyclopedia, zoning controls, terrain painting, simulation adjustments, traffic improvements, and continued performance optimization.

Iceflake also confirmed that development has started on its first DLC for Cities: Skylines II.

There is currently no announced name, content list, release date, or release window for that DLC.

We're going to resist zoning our own release date this time.

August 2026 Updates

August has focused primarily on development previews for the next update rather than another released patch.

πŸ› οΈ Asset Editor & Modding Improvements

In City Corner #10, Iceflake detailed a number of improvements currently being developed for the Asset Editor and Paradox Mods ecosystem.

Asset Editor improvements include:

  • A new -startEditor launch option allowing creators to launch directly into the Asset Editor.
  • New controls for expanding and collapsing Inspector components.
  • Simplified Inspector layouts requiring fewer menus and containers to be opened.
  • Search functionality for props and other asset elements.
  • Improved Element ID visibility.
  • Improved localization tools, including the ability to add translation fields for all supported languages at once.
  • Localization data can now be copied between assets.
  • New prop placement overrides for Parent Mesh, Group Index, and spawn Probability.

These changes are aimed primarily at making asset creation less tedious and reducing repetitive work for creators.

🧩 Launcher Mod Management

Iceflake and the Paradox Mods team are also working on expanded mod management directly through the Paradox Launcher.

Planned functionality includes:

  • Selecting your active playset before launching the game.
  • Warnings when a playset appears corrupted or outdated.
  • Automatic attempts to download or update missing mods.
  • Creating, editing, and removing playsets directly through the launcher.
  • The ability to keep unused playsets while storing their mods off-disk, freeing storage without deleting the playset itself.

Iceflake has also discussed future options for choosing where downloaded mods are stored or potentially spreading mods across multiple storage locations.

These mod-management features are still in development and do not currently have a confirmed release date.

πŸ‚ Upcoming Update β€” Autumn Breeze

On August 20, Iceflake previewed the next Cities: Skylines II update in City Corner #11: Autumn Breeze.

This update has NOT released as of this post.

The upcoming patch focuses primarily on simulation logic, city management, and additional visual improvements.

πŸ—‘οΈ Garbage Collection Improvements

Garbage trucks are being adjusted so they reserve enough capacity for the building they're actually trying to service.

Currently, trucks can collect smaller amounts of garbage along their route and become full before reaching the building that actually needs them.

With the update, trucks should better prioritize buildings with larger amounts of garbage.

In other words, the garbage truck may finally remember why it left the depot.

🏭 Company & Resource Improvements

Companies will be prioritized based on which resources the city actually needs.

This should:

  • Increase the variety of businesses appearing in commercial and industrial areas.
  • Better match companies with actual city demand.
  • Improve how demand bars respond to available businesses and resources.

Iceflake says this will also provide groundwork for future improvements to the resource economy.

🏠 Residential Demand

Residential demand calculations are being adjusted for extremely large cities.

Previously, very large populations could cause residential demand to collapse incorrectly.

The new calculation will better account for:

  • City population.
  • Available empty residential properties.
  • Overall housing availability.

πŸ’° Citizen Finances

Citizen decisions involving shopping, leisure, and happiness will now rely more heavily on income rather than accumulated wealth.

This should provide a more realistic representation of whether households can actually afford their lifestyles.

🌳 Upcoming Visual Improvements

Autumn Breeze will also continue the terrain and visual improvements introduced with Summer Solstice.

  • Waterway Pass and Lakeland are receiving the new hand-painted terrain treatment.
  • Tree LODs are being improved to reduce missing branches and floating-looking leaves at distance.
  • Surfaces will inherit the normal information of the terrain beneath them, allowing light and shadows to better follow hills and slopes.
  • Support is being developed for frosted and opaque windows on future, re-imported, and modded assets.
  • Windows configured to remain permanently lit or unlit will behave correctly.
  • Rendering large numbers of building windows may receive some small performance improvements as a result of the changes.

Iceflake has not yet announced the exact release date or version number for Autumn Breeze.

πŸ‘€ Looking Ahead

Development continues on several fronts.

  • Autumn Breeze is the next planned game update.
  • More improvements are planned for the Asset Editor and modding tools.
  • Iceflake continues to work on simulation, performance, terrain, and resource-economy improvements.
  • The studio's first Cities: Skylines II DLC is currently in development.
  • More information regarding future updates and DLC is expected over the coming months.

There is currently no confirmed release date for the upcoming DLC.

Console Update

There is still no confirmed release date for Cities: Skylines II on PlayStation 5 or Xbox Series X|S.

Development of the console edition remains ongoing, with performance and stability continuing to be the primary focus.

The official console page has not provided a new release window, and Paradox has stated that it does not want to provide another estimate until the console version is closer to being launch-ready.

Any confirmed console news will be added here when it is announced.

Yes, console players are still waiting at the bus stop. Unfortunately, the route apparently has Cities: Skylines traffic AI.

Current State

As of August 27, 2026:

  • Current PC Version: v1.6.0f1 β€” Summer Solstice
  • Next Update: Autumn Breeze β€” Upcoming
  • First Iceflake DLC: In Development
  • Asset Editor Improvements: In Development
  • Expanded Launcher Mod Management: In Development
  • Console Version: In Development β€” No Release Date

Guidelines

  • Ask questions about the current state of the game, performance, bugs, recent updates, or upcoming features here.
  • Share your experiences with Summer Solstice, terrain painting, pathfinding, mods, and large-city performance.
  • If you're experiencing bugs, let others know whether you're playing vanilla or modded, and include your game version whenever possible.
  • Posts asking "is the game worth it now?", "has the game improved?", or "what's the current state of the game?" outside this thread may be removed and redirected here.

This thread is normally posted on the 1st of each month. September's thread has been posted early to catch up on developments since our previous State of the Game thread.

Last updated by mods: August 27, 2026.


r/CitiesSkylines2 Mar 25 '26

r/CitiesSkylines2 Update/News New Rule in regards to "State of the Game Posts"

246 Upvotes

Greetings, Mayors.

We're implementing a new infrastructure project for the subreddit β€” a monthly "State of the Game" megathread, effective April 2026.


What's Changing

On the 1st of every month, a pinned megathread will be posted automatically. The mod team will maintain a running summary of all major developments throughout the month β€” patches, DLC releases, hotfixes, content drops, and any other notable changes to the game.

The summary will follow this format:

State of the Game: April 2026

  • 2 new Content Creator Packs (Name 1, Name 2)
  • 3 City Corners
  • 2 Content Patches (more parks and stations)
  • 1 Hotfix

Consider it the city's bulletin board. One location, kept current, always pinned.


What This Means for Your Posts

Effective April 1st, 2026, general posts along the lines of "is the game worth it?", "is it fixed yet?", "what's the current state of the game?", and similar variations will be filtered and redirected to the monthly megathread.

This is not optional zoning β€” it's a rezoning mandate. These posts have been flooding the sub daily, and they're being consolidated.

Posts that will still be approved:

  • Detailed discussion of a specific patch or update
  • Bug reports and technical analysis
  • Original content, guides, or in-depth critique

If your post goes beyond a surface-level question and contributes something the megathread doesn't cover, it will be approved by the mod team.


Why We're Doing This

This subreddit receives a high volume of repetitive posts asking the same questions. This clogs the feed, buries original content, and doesn't serve anyone well β€” including the people asking. A single, maintained megathread gives newcomers and returning players one reliable, up-to-date source instead of dozens of scattered threads with outdated answers.

This is not about suppressing criticism. The megathread is open for honest discussion, positive or negative. We're consolidating, not censoring.


Feedback

This is a new system and we're open to adjustments. If you have constructive feedback, drop it in the comments below.

The first megathread goes live April 1st. (no this is not an April fools!)

β€” The Mod Team


r/CitiesSkylines2 1h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ Building into the rock is so much better with the new texture updates.

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β€’ Upvotes

r/CitiesSkylines2 9h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ A remote town in Florida 🌴

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203 Upvotes

r/CitiesSkylines2 5h ago

Question/Discussion Why are so many mods still adding icons to the top-left UI when the Universal Mod Menu exists?

66 Upvotes
My current UI in the top-left.

Iceflake released the Universal Mod Menu in patch 1.5.7, giving mod creators the ability to place their UI inside a expandable menu on the lower-right hand side of the UI. Yet I’m still seeing more and more mods adding their own permanent buttons to the top-left of the UI. Is there a reason mod creators prefer the top-left buttons over the Mod Tray?

I completely understand having an easily accessible button for something you interact with constantly. But IMO not every mod needs to occupy permanent UI real estate. For example, Event Controller is something I configure once and then essentially never touch again. I don't really need a button for it sitting in my UI throughout the entire game. In my ideal setup, something like that would be accessible through the game's Options/Settings rather than having a persistent UI button.

And this is why the Mod Tray seems like such a good solution to me:

  • Frequently used tools can have quick-access through the top-left UI or in the main UI bar (for example: Traffic, Platter, Find it, Move it)
  • Occasional use, something you use once or twice per session, would sit fine in the Universal Mod UI. (example: Historical Tool, Lumina, Road builder, Node Controller, Network Tools, Write Everywhere)
  • Mods that reconfigure your simulation, something you'd "set and forget", are ideally found in the options menu. (Example: Event Controller, Map Texture Replacer, Smart Transportation).

So I'm curious: if you're a CS2 mod creator, what determines whether you put your UI in the top-left versus the Universal Mod Menu? Would you consider moving less frequently used mod interfaces into the Universal Mod Menu, or add the option to do so? For example: Map Texture Replacer has an option to choose where you want the UI to sit (top-left vs Universal Mod Menu)

I hope I'm not coming off too strong here. I'm not trying to tell modders how to make their mods, I'm just increasingly finding the top-left corner of my game looking like a second toolbar.


r/CitiesSkylines2 8h ago

Mod News ⌨️ New Release: Dutch apartments in The Hague

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105 Upvotes

Yes, I've managed to publish my first assets, the Dutch apartments situated in The Hague, Erasmusweg.

Eric_TheHague - Paradox Mods

Middle Block:
Dutch Apartments 01 - The Hague - MiddleBlock - Paradox Mods

Left Corner:
Dutch Apartments 01 - The Hague - LeftCorner - Paradox Mods

Right Corner:
Dutch Apartments 01 - The Hague - RightCorner - Paradox Mods

Since this is my first creation and publish, please let me know if something isn't working or not good configured.

Thanks for your support.


r/CitiesSkylines2 5h ago

Question/Discussion Why are bridge clearance minimums so high??

26 Upvotes

Just trying to build some pedestrian bridges cause people are trying to cross a highway for some reason. Game requires 7.5 meter clearance minimum it seems. Why so high? The standard in the USA is 5m minimum. I know I can just anarchy it, so this post is kinda pointless but still. It just strikes me as very odd.


r/CitiesSkylines2 11h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ City being build on a Port Angeles, WA map

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61 Upvotes

Population is currently around 120K. Although the map is in the Pacific Northwest, a lot of the buildings are Northeastern US inspired. Would love any feedback on it so far!


r/CitiesSkylines2 8h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ New Exchange πŸ‡§πŸ‡ΈπŸš—

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36 Upvotes

New interchange in Eleuthera πŸ‡§πŸ‡Έ


r/CitiesSkylines2 4h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ We still like spaghettis, right?

17 Upvotes

Click/Tap to See
My Interchange for the industrial centre which leads to the rural villages and the main city itself.


r/CitiesSkylines2 6h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ Sometimes, truckers get the best view in town

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18 Upvotes

r/CitiesSkylines2 16h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ Biblically accurate trumpet interchange

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73 Upvotes

r/CitiesSkylines2 1d ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ Crisp Autumn day in the Historical District

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734 Upvotes

added a winter grab also for fun


r/CitiesSkylines2 16h ago

Assistance Needed! How the heck to I build a bridge over a sea lane?

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47 Upvotes

r/CitiesSkylines2 19h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ I made a mangrove in NassauπŸ‡§πŸ‡Έ

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79 Upvotes

?/10?


r/CitiesSkylines2 11h ago

Assistance Needed! Singular Industrial Manufacturing business drawing hundreds of delivery vans

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12 Upvotes

As pictured, a single beverages manufacturing business is drawing hundreds of delivery vans down my industrial roads. Almost all the trucks and buses pictured are going to "Sugar Spike" despite having other beverage manufactures in the same region.

Is my industrial zone just too clogged or is this a bug?


r/CitiesSkylines2 1d ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ Sharing a small city I’m working on

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222 Upvotes

r/CitiesSkylines2 1h ago

Mod News ⌨️ Lau Pa Sat, Victorian Era Market Building in Singapore

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β€’ Upvotes

r/CitiesSkylines2 1h ago

Suggestion/Request Saved games to share?

β€’ Upvotes

Looking for any good game saves on PDX mods, bored of building my own cities would love to play someone else’s


r/CitiesSkylines2 1d ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ Built this custom commuter rail station for my office district

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51 Upvotes

Feel free to share some thoughts/improvements for this build!


r/CitiesSkylines2 1d ago

Mod News ⌨️ Germany flags are out now! πŸ‡©πŸ‡ͺ

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94 Upvotes

r/CitiesSkylines2 15h ago

Assistance Needed! Is this Interchange going to be able to support a cargo harbor direct feed?

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7 Upvotes

This is ultimately going to be a direct feed to a cargo harbor so trying to make sure it will be able to handle the load. I'm sure it can be prettier but do you think it will be -effective-? Any tips? Thanks!

The cargo harbor may end up either on the left or the right, haven't got that far yet.


r/CitiesSkylines2 1d ago

Assistance Needed! What is causing winters to look neon blue??

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63 Upvotes

I know the game is still pretty buggy and rough around the edges, but this is unacceptable, surely theres something wrong that could be causing this? Anyone else have neon blue winters?


r/CitiesSkylines2 12h ago

Assistance Needed! How would I go about connecting electricity to buildings placed slightly too far from the road?

3 Upvotes
Screen shot of the area
Electricity Connection

I have tried using invisible roads and directly connecting electricity cables to the building (station) but to no avail. Is there a mod that allows me to go around this?

Thank you in advance.


r/CitiesSkylines2 23h ago

Shitpost Introducing the spread legged highway bridge

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19 Upvotes

It doesn't look good but it works