MEGACITY ROADMAP: MOVING FORWARDCommanders,MEGACITY has come a long way since launch, and most of that is down to you. With gratitude to every player who has reported bugs, suggested features, and kept their cities running through everything the wasteland throws at them.Here is where the game will be headed next.The usual caveat: This is a direction, not a schedule. Items may shift, split, or arrive in a different order, and ongoing bug fixes continue through all of it.THE WORLD MAP:I will be honest: the world map is not where I want it to be. It is getting a full overhaul:A bigger, full-screen map you can zoom much deeper into, with crisp artwork that stays sharp instead of blurring. Alongside that, North America and Canada will be finished, and South America completed as a full continent.THE WIDER WORLD:Beyond the Americas, the world will open up through connections rather than endless map. Discover a node on the East Coast and it may open trade routes to the survivors in Europe and other regions, new partners, new goods, and new stories arriving from over the horizon.A LIVING WORLD:NPC nations will begin acting on their own: trading with each other, forming alliances, holding grudges, and going to war whether you are involved or not. You will read about it in the news, feel it in your trade prices, and be able to take advantage of it.EVENTS AND STORIES:More multi-stage story events with real branching choices, where your decisions send the story down genuinely different paths. More world events too: brutal weather, disasters, and invasions and in the mid-to-late game, invasion threats arriving from other continents entirely. News articles are also being fixed so a story only runs when the event actually happened in your city.STEAM ACHIEVEMENTS:The in-game achievements, all 400 and counting, will be properly wired into Steam so they pop on your profile where they belong. Yes, really. I will do it, I promise.SANDBOX AND ROLEPLAY:More policies and edicts, and more w...
MEGACITY: Update 2.11.1: Peace Means PeaceVersion: 2.11.1Build: 25Released: 2026-07-13Save compatibility: Existing saves load as-is — nothing needs resetting.Three updates shipped today, rolled into one build. Wars now end properly, prosperity comes with standards, and two new stories are waiting in the residential towers. The city remains ungrateful.---THE HEADLINE: CEASEFIRES THAT ACTUALLY HOLD.Ending a war is now a real event instead of a rumor:- When you accept or counter-propose a ceasefire, a CEASEFIRE HOLDS dispatch lands in your inbox naming the faction standing down, and the same line crosses the news ticker once. Reject the offer or let it sit, and you get nothing — the conflict stays hot, on purpose.- Accepting a ceasefire now genuinely cools the aggressor. The instigating faction stands down instead of immediately drafting a fresh offer for the same war.- Identical ceasefire offers no longer pile up in your Active Incidents list, and the exploit where pressing ACCEPT TERMS on the same stale offer over and over farmed rewards is closed.- Older saves carrying stacks of duplicate offers clean themselves up automatically on load.- The in-game codex and the game manual now explain how ceasefires work, under FACTIONS & DIPLOMACY.TWO NEW STORYLINES- THE QUIET FLOORS and THE RED DOOR — two once-per-playthrough branching stories set inside the residential towers. Eight chapters each, and the endings depend on the choices you make along the way.A CITY AT WAR FEELS IT- Twelve new events that can only fire while the Megacity is at war: false air-raid alarms, a field hospital past capacity, a broadcast hijack, a missing conscript column, and other emergencies of a city on a war footing. Each comes with three ways to respond.THE GOLDEN AGE HAS STANDARDS- A thriving city must now be livable, not just rich. Golden-age stories require decent housing and a healthy environment on top of wealth and morale. Squalor with a strong balance sheet no longer qualifies.- When prosp...
MEGACITY: Update 2.10.0: Nothing Is Instant AnymoreVersion: 2.10.0Released: 2026-07-12Save compatibility: Existing saves load as-is — nothing needs resetting.Until today, you pressed a button and a fusion reactor appeared. You pressed another and a fully armed strike team materialized in the barracks. The Bureau of Public Works has reviewed this arrangement and determined that it was, technically, magic. Magic has been discontinued.---THE HEADLINE: CONSTRUCTION AND TRAINING TAKE TIME:- Buildings now take time to construct. Order a building and a construction site opens; the structure comes online when the work is done. Bigger projects take longer. The skyline is now earned, not conjured.- Troops now take time to train. Recruitment orders enter a training pipeline and units arrive when they finish the program, not the instant you sign the requisition.- Training facilities speed things up. Build them and every program in the sector runs faster.- New edict: Accelerated Training Doctrine. A temporary decree that pushes recruits through even faster, for a price. It expires — and now the city tells you when it is about to. The news ticker announces when the doctrine kicks in, your inbox warns you when it is winding down, and the news reports when the barracks stand down.- You can always see your training bonus. Unit cards show the reduced training times, and the recruitment, military, and law screens all display an active-boost banner naming exactly what is speeding things up. No more guessing whether the paperwork is actually helping.ALSO NEW:- Search the whole building catalog at once. The building browser's search now looks across every category and subcategory in one pass, and each result shows where it lives so you learn the catalog as you use it. On wide screens, categories now wrap into visible rows instead of one long scrolling strip.- Three more problem cards that name the fix. Health, Transit, and Jobs join the diagnose-and-one-tap-fix card family. See what is d...
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