New Cycle is a city building game with focus on survival. After an apocalyptic series of solar flares, human society has been thrown into disarray. Establish a settlement and develop it all the way from humble beginnings to industrial metropolis.
Dear New Cycle Community,
We want to say hello again after a long development period. In this process, we considered and discussed in detail the feedback we have collected from you throughout our Early Access period up until this point, especially those that can get included in our roadmap for the 'Medium and Long-Term.' In response to your intense care, we have revised our already-existing roadmap to achieve a more overarching, interactive, and sustainable game world. We keep dedicating our efforts to make both the simplified and detailed version of our renewed roadmap, which will be open to your feedback in the process and available for general access soon. Therefore, thank you in advance for your understanding and interest.
Here is what we did along with the changes as bringing some late-game mechanics to an earlier phase and speeding up our preparations for a few bold additions:
* We focused more on the end-game process and the completion of the mechanics of the New Cycle world.
* Cleaned minor bugs and improved UI components that may have been disturbing the current user experience.
* Focused on resource cycle balancing for Sandbox mode to support infinite gameplay better.
* We worked on the 'Multi-production' side mechanic for the mid to end-game phases with the necessary revisions and new structures in the production tree.
* We have made inroads in the 'Logistics between in-land Regions' side mechanic we planned with the expanded map scale.
* Whilst some technical aspects (rendering performance, pathfinding algorithms, design settings from development periods) have been fine in early access, we have implemented a number of upgrade solutions in order to be ready for future scale-ups and our intention to run more content smoothly.
* Improved the tutorial menu to provide a better experience for our new players and aimed to explain the mechanics more comprehensibly.
*We realised that we could not explain some new capabilities and sections to our users very well, especially since we had serial updates close to the first release period. In this direction, we are making improvements, including more description fields, improvement of Ui indicators and changes on some definition fields.
* A series of micro-headings based on community feedback in particular.
Furthermore, we also want to share some welcome news that makes us glad this month. We were deemed worthy of awards in the categories of [b]'Game of the Year'[/b] and '[b]Best Computer Game of the Year'[/b] within the [b]'Crystal Pixel' [/b]game awards, which are valuable for the local ecosystem of our country, Türkiye. We hope it can be a morale booster for the Turkish game development industry in creating quality games that get worldwide recognition. Once again, we thank our community for being one of the most notable contributors to this achievement.
And we send our greetings together with our team mates and friends who attended the night
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We look forward to catching you on our following post, in which we will share the roadmap and the content of the next update.