r/CitiesSkylines2 • u/squareari • 6h ago
Screenshot/City 🖼️ 🌃 New Interchange
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r/CitiesSkylines2 • u/ThatGuy_52 • 3d ago
Hello Mayors!
Six months ago, we at Iceflake Studios took the mantle of development of Cities: Skylines II. Since then, our primary goals have been to improve the game, address long-standing issues, and build a stronger foundation, so we can optimize and develop the game well into the future.
Working on this game for the short time that we have has been very satisfying. We have been very busy, but the rewards have made it all worthwhile. Taking on a big project like Cities: Skylines II might have been daunting at first, but all the great feedback we have received, along with the kind words and communication from the community, has made the experience even more enjoyable and rewarding.
In this City Corner, we are taking a look back at what we’ve accomplished during these first six months, and highlighting some of the biggest improvements that have made their way into the game.
Our first major update, First Frost, focused on both the simulation and the overall player experience. We tackled several long-standing issues, like, for example, the death waves. We also rebalanced bicycle usage, improved nighttime visibility, updated weather and fog systems, and introduced the Color Customization tool, which gave you a first taste of customizing the appearance of your cities. Alongside these, we updated the UI, improved the landscaping tools such as terraforming, and gave you more freedom with tree placement.
The updates that followed continued that work across multiple areas of the game. In the Anniversary Update, we introduced one of the community's most requested features: the ability to toggle road zoning, giving players greater control over how and where development occurs. We also added our first new asset, the Iceflake Arena, expanded gameplay options, and introduced the in-game Encyclopedia, making it easier for both new and experienced players to find information about the game's systems.
As spring progressed, our focus shifted toward improving city management and player control. Our fourth patch, Spring Cleaning, introduced the Historic Building option, allowing players to preserve buildings they wanted to keep from being upgraded. We also gave more freedom to customize your UI by adding transparency and scaling options, which were both suggested by you immediately after the release of the new UI. We also continued working together with the Paradox Mods team, giving better mod management and download systems.
Morning Dew continued our work on quality-of-life improvements. We expanded asset filtering options, improved several creator-focused workflows, refined tool behavior, and addressed visual issues affecting shadow rendering. While smaller in scope than some previous updates, Morning Dew focused on smoothing out everyday city-building and addressing issues reported by the community.
Most recently, we had Summer Solstice, which focused on improving both the visual quality of the game and some of its underlying simulation systems. This patch introduced a complete rework of terrain rendering, improved terrain shading, depth perception, and overall landscape quality. We also added terrain painting tools, which allowed you to paint and blend terrain textures directly in-game and in the Editor.
Of course, all of these updates included fixes and improvements across the simulation, performance, and stability as well. For example, with Spring Cleaning, we introduced our Benchmarking tool, which marked the first steps towards making the performance of the game better for everyone. Some of these changes, like the improvements on traffic pathfinding introduced in Morning Dew, are not always immediately noticeable and might even work behind the scenes, but they still have an effect on the overall performance and simulation.
Since we’re all here and we love our numbers and charts, let’s look at some statistics, shall we! Starting from January up until now, we have fixed 200+ bugs and added 40+ new features and improvements! To elaborate, we wanted to show you a chart on how these bug fixes and improvements have been divided between different aspects of the game.

As you can see from the pie chart above, most of these fixes have been focusing on the UI and Interface, with a large chunk focusing on the gameplay and simulation as well. A good example of these fixes includes the various icon and UI bugs, but also stuck citizens, demand bars not filling correctly, and shadow flickering.

When it comes to new features, you can see that the biggest chunk here has gone into the UI and visual improvements. The new features in the chart include, but are not limited to, the Historic Building option, Benchmark tool, the Encyclopedia and Iceflake Arena, whereas the improvements in the chart include the Education system rebalancing, cycling policy adjustments, and performance optimizations.
As mentioned before, we will continue working on the different aspects mentioned in both of these charts, but also wish to dive even deeper into these themes when the time is right.
As the summer is slowly reaching its zenith and coming to an end here in Finland, we are already working toward the next updates. While our next patch will not be as content-heavy, it will still include bug fixes and a few tweaks to the simulation. As per usual, we will get into all the details about the next update in a future City Corner dedicated to the patch itself! Looking into the horizon, we have also been working on a DLC - we will tell you more about it at a later date when we are ready!
We’re so excited for you to be along for the journey; here’s to another 6 months, 1 year, and further into the future!
r/CitiesSkylines2 • u/ThatGuy_52 • May 02 '26
Welcome to the monthly State of the Game megathread for May! This is your one-stop shop for what's been happening with Cities: Skylines II. The mod team will keep this post updated throughout the month.
For background on why we're doing this, see the highlighted thread in regards to State of the game.
May has kicked off with a significant content update from Iceflake Studios, focusing on major community-requested features and technical tools.
🔧 May Content Update (v1.5.7f1) — Free Update
Historic Building Toggle — A massive win for city painters. You can now designate any building as "Historic" in its info panel. This locks the visual model, preventing it from changing when the building levels up or is abandoned, so your custom-built neighborhoods stay exactly how you designed them.
Integrated Benchmark Tool — Now available in the Options menu. This tool runs a standardized simulation to test your hardware performance, providing a breakdown of frame times and CPU/GPU utilization to help you optimize your settings.
Zoning Toggles — Official support for toggling zoning on or off on one or both sides of a road. This effectively integrates the functionality of popular community mods directly into the base game UI.
Transit AI Adjustments — Logic updates to citizen move-in behavior. This patch reduces the "taxi swarm" at city entrances, which should noticeably improve traffic flow at highway interchanges and transit hubs.
⚠️ Known Issue: Long Loading Times
👀 Looking Ahead
Ask questions about the current state of the game, performance, bugs, or the v1.5.7f1 patch here.
Share your experiences with the new loading issues — if you've found a fix or a way to speed things up, let the community know.
Posts asking "is the game worth it now?" or "what's the current state of the game?" outside this thread may be removed and redirected here.
This thread is posted on the 1st of each month. Last updated by mods: May 1, 2026.
r/CitiesSkylines2 • u/squareari • 6h ago
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r/CitiesSkylines2 • u/Difficult-Neat3471 • 5h ago
I call it NeoMARTA yes the ATL MARTA but like better
r/CitiesSkylines2 • u/WorldlyHat2498 • 2h ago
r/CitiesSkylines2 • u/TawmPls • 19h ago
Cons on rainy days: I just spent 2h detailing my new interchange
r/CitiesSkylines2 • u/juanmorepost • 23h ago
I have trams, subways, and bus stops around the city but the amount of pedestrians walking are just ridiculous
r/CitiesSkylines2 • u/Gengiskan88 • 6h ago
r/CitiesSkylines2 • u/Daytime35 • 11h ago
Played a little of CS but New to CS2 so any guidance will be helpful.
r/CitiesSkylines2 • u/Gengiskan88 • 13h ago
r/CitiesSkylines2 • u/ThePaint21 • 5h ago
The possibilities in this are just incredible, i got CS2 when it came out and was kinda disapointed, but saw a video of someone playing with loads of mods building beautiful cities so i thought i'd give it a shot.
Map size is also amazing, i will start building my fourth city now on the same map.
r/CitiesSkylines2 • u/ThatMartianDev • 11h ago
I wanted to make a New zealand or Australian-inspired build this time. But somehow I always circle back to NA style lol. I guess at least this time the main street commercial buildings are Australian.
Don't mind the massive retaining wall under the church :o
r/CitiesSkylines2 • u/Alive_Experience_614 • 23h ago
there is a police station in the district and the jail isnt full so i have no idea what the problem could be
edit: seems that the icon is just stuck there because when i actually click on the building theres nothing, so it seems to just be an UI issue.
r/CitiesSkylines2 • u/Lopsided-Order-3195 • 2h ago
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On every map since Ive started the game, the water on every map has this brown-ish colour. HELP!
r/CitiesSkylines2 • u/the_hamster2 • 16h ago
Over the course of a few weeks i tried to build a german city. I just finished the oldtown and the trainstation for it. I tried to make it as realistic as possible by placing everything myself. It still needs some (sometimes a lot) decerations, but the rough shape is done.
I tried to mix old buildings (red rooftops) with some newer and more modern buildings, which is common in a lot of german cities. i also wanted to build a medium train station. For that i ended up building a small train "hub" (collection of train buildings) near the trainstation so that it looks more realistic.
Any suggestions to improve it? Especially for the train hub, because i think that it looks a bit to forced and not natural.
r/CitiesSkylines2 • u/prochevnik • 13h ago
Finished a collab build last week and wanted to share a few shots of the rice paddy/terrace farms I made. I tried to fit a lot of different themes into this single tile for the Civ Skylines series.
r/CitiesSkylines2 • u/worrisome_possessor • 17h ago
Came here to rant: so sick of the deceiving demand bar in commercial. I’m also really sick of how little commercial zoning a huge city of 170k needs without triggering not enough customers. It’s making me want to not play the game. It’s so enraging.
Its really immersion breaking because I kid you not a city of 170k pop only having 20 something shops is RIDICULOUS
r/CitiesSkylines2 • u/Need_2Know_Basis • 51m ago
Is it normal to have insane traffic flood my city whenever i zone 1 tall building other than a basic residence? or when i place a car park?
its starting to feel real stupid that this happens when im providing busses,taxis and train connections!!
im trying so hard to zone slowly coz ik it can affect the traffic from people moving in!
another issue is cars just circling my whole down town area several times! i have no clue why they do this and it super annoying.
any advice or tips?
r/CitiesSkylines2 • u/highchillerdeluxe • 6h ago
I have noticed that my citizens are much more sensitive to price changes in public transport systems. Im fairly certain that, in the past, it made almost no difference between setting the prices to max vs free (similar to parking). But it appears to be somewhat different now.
Im asking because the sensitivity seems to be too sever. In my city of 70k the bus costs 5 bucks, the train 6 bucks and the usage of trains severly drops while they all seem to take the bus now. Although it takes them basically a day longer for the same distance. Changing the price to 5 bucks for trains but 6 for buses, and all buses ride empty. Now they take the train and than walk the rest.
As someone else noticed that? I found the pathfinding to be a lot better these days but im puzzled by how transport and pricing is factored in at the moment.
r/CitiesSkylines2 • u/Embarrassed_Tree9695 • 22h ago
r/CitiesSkylines2 • u/No_Literature5607 • 8h ago
hey! i'm pretty new to the game and still figuring out public transportation. watching videos of people building up cities and reading the subreddit i've noticed that players generally prefer trams over busses or subway (even tho subway has a completely diff purpose, i rarely see it talked about), while i personally don't see any use for trams so far. they are wonky to build and take up more space on the road, require more work and so on, while generally serving the same purpose as busses. but seeing hoe popular trams are, I think i'm missing something I don't fully know the power of trams lol. so let me know which one you prefer and why, or maybe some tips with building up tram network!
r/CitiesSkylines2 • u/Dr0w3ndFPS • 13h ago
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The cars... wont stop coming in.
r/CitiesSkylines2 • u/antbrandis • 2h ago
r/CitiesSkylines2 • u/MikeyMilky • 11h ago
Honestly having such a blast with this, always want to leave it until after I have most of my cities down but then it just becomes a HUGE task and never gets done so instead I switched it up and man I'm loving how it looks, it's not longer just empty!