B BuildCity

Development Journal

BuildCity Development Notes

Follow the decisions behind BuildCity updates: balance changes, city simulation fixes, performance work, and quality-of-life improvements written for players who want to understand what changed and why it matters.

23 Published updates
v1.0.90 Latest version
Open Player feedback

What These Updates Cover

Each note is written to explain the player-facing result first, then the design or technical reason behind it. This keeps the update history useful for returning mayors, new players, and search crawlers reading the site without launching the game.

City Systems

Road access, utility coverage, zoning behavior, taxes, happiness, public services, and the rules that shape city growth.

Performance Work

Model loading, render cost, cache behavior, and mobile-friendly changes that keep the city playable on modest devices.

Player Guidance

Short explanations of how each change affects city planning, budgets, service placement, and early-game decisions.

Community Feedback

Comment threads collect bug reports, balance reactions, and requests so follow-up work can be tied to a specific version.

How To Read A BuildCity Patch Note

The update log is organized around practical questions a player would ask after returning to a saved city.

1

Check the gameplay impact

Look for changes to money flow, service coverage, roads, zoning, happiness, and city rank before changing a long-running layout.

2

Review stability notes

Performance, loading, cache, and save-state fixes are called out because they affect browser memory, network requests, and older devices.

3

Use comments for follow-up

If an update changes your city in an unexpected way, leave feedback on that version so the report includes the right context.

Latest 1 / 23

BuildCity Updates

Read the latest game updates and leave feedback on each version.

Version v1.0.90

  • Added the Electronics Factory to production facilities. It consumes alloy and plastic to manufacture processors, with material supply and production status shown in the building popup like other factories.
  • Added the Processor Production Line addon for the Electronics Factory. Like smelter and oil refinery addons, it expands throughput by adding a dedicated extra production line.
  • Added processor storage to the Trade Depot. It uses the same storage style as the steel warehouse and connects processors from Electronics Factories to storage and export flow.
  • Updated unlock requirements for smelters, oil refineries, and Electronics Factories to use cumulative production. Production buildings can now unlock through produced resource totals without a city-rank gate.
  • Refined the factory addon placement flow. Entering an addon install list now hides the bottom building list, and the demolish button correctly enters addon-specific demolition mode.
  • Adjusted oil refinery and smelter addon model placement to match tile footprints. Addons that appeared rotated or stretched are now aligned correctly.
  • Cleaned up tourism building tooltips and status displays. Tourism buildings now focus on daily visitors, profit rate, daily net revenue, and the current/max attractiveness gauge, with upkeep included in profit calculations.
  • Adjusted tourism demand calculations. Tourist demand now scales higher from city attractiveness, and inflow bottlenecks are clearer when external access cannot support the full attraction value.
  • Linked tourist pedestrian flow to per-building visitor counts. Tourism buildings with more visitors now attract more pedestrians on nearby sidewalks and roads, and new attractions no longer proportionally steal visitors from existing ones.

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Update Archive

Browse previous releases as individual pages. The archive helps players trace when a system changed and gives crawlers a clear path to the full update history.