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With Cities Skylines 2 Players Turning on the Game, CEO Reveals ‘Biggest Regret’

Hotly anticipated city builder Cities Skylines 2 launched on PC via Steam in October and immediately ran into a number of issues developer Colossal Order has struggled to get on top of in the months since. Now, with player sentiment turning a ‘mixed’ Steam user review rating into ‘mostly negative’ for recent reviews, and with the first Cities Skylines game with more players than its sequel on PC, the boss of Colossal Order has issued a message to disgruntled players designed to address chief concerns.


In November, Colossal Order confirmed a series of delays for planned DLC so it could focus on much-needed performance improvements and the already delayed Mod Editor. The console version wouldn’t be released until the PC version was sorted out, the developer insisted.

Now, in a new Steam post, CEO Mariina Hallikainen asked herself the question: "How do you plan to get out of this mess? / What is in the works to fix Cities: Skylines 2? / What will you do to set things right for the disaster launch of CS2?" In her response, she admitted the lack of modding support is Colossal Order’s “biggest regret”, but addressed all the main concerns.


“We’d much rather be in a different position than we are in at the moment, but we cannot change the past,” Hallikainen said. “We’re working very hard to catch up on the missing modding support, missing platforms, the content for the Ultimate Edition, and improving the performance and fixing bugs this year. The team is divided to work on different tasks so that we’re seeing progress on all fronts and while it might not feel that it’s fast enough I can assure you we are all doing the best we can. Only time will tell if this is enough to turn things around.

“There have also been many questions about the patch cadence and why we moved away from weekly patches. Weekly patches are too heavy for us to keep up with and the issues we are working on need more time than just a few hours or days to fix. We’re a small team of 30 developers and we have to plan the work in a way that creates the fastest results. So instead of spending a big part of the week working on the build deliveries and QA rounds, we can use that time to work on the fixes themselves. For the Ultimate Edition, the DLCs already have a rough schedule so we’ll have good opportunities to patch the game at the same time. This doesn’t mean that we never patch the game between the DLC releases. The goal is to improve the game as quickly as possible and when we have a solid patch ready and tested it will be released.

“We are aware we have a mountain to climb when it comes to delivering on the expectations but we have our ice picks ready and we are surely used to the cold. We're going to keep on climbing and you'll continue to see that progress in the game.”


Then, on the lack of modding support: “The biggest regret we have is that modding support is not yet available for the game. We have been working on it since the beginning of the project and the intent was to have it fully ready at release. Code modding support, map, and asset editing were all planned to be fully usable and mods shareable in one place. We still believe that offering modding support makes any game better and that the tools and mods should be available for all players to enjoy at no additional cost.

“During the project we faced, and still continue to face, technical difficulties that affect the speed and quality of the development, especially performance. We simply ran out of time as the focus had to shift from modding support to all hands on deck to fix the performance. All this work is still ongoing.

“We’ll be communicating more on the status of the modding soon. It’s not an ideal situation but we are committed to keep working on this part of the game because it means so much to you and to us. ‘A Colossal Order game is a moddable one’ is a promise we have made to ourselves years ago and work very hard to keep.”

Meanwhile, Hallikainen answered a list of questions, confirming more animations are coming to the game, bikes and bike paths are in the works, and more buildings both free and paid are in the roadmap.

Cities: Skylines 2’s problems began before its launch even arrived. Colossal Order warned players that it would release with performance issues a week before the game came out. Since then, players have been met with lower framerates and interesting dental glitches as the developer worked to create a better experience. In IGN’s Cities: Skylines 2 review, which returned a 6/10, we said: “Cities: Skylines 2 is an ambitious sequel that might have bitten off more than it can chew – be prepared to do a lot of terraforming if you don't want your metropolis to look like a nightmare.”


Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

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