r/CitiesSkylines2 • u/MerlionCityPlanner • 2h ago
r/CitiesSkylines2 • u/ThatGuy_52 • 10d ago
r/CitiesSkylines2 Update/News October 2026: State of the Game Megathread
Welcome back to the monthly State of the Game megathread for October!
September turned out to be significantly busier than expected. We got a new free patch, major simulation changes, expanded modding tools, a new Expansion Pass, Iceflake's first announced expansion, another developer Q&A, andโbecause this is still Cities: Skylines IIโa few new things for us to collectively stare at and ask, "Is that supposed to be doing that?"
So, let's take a look at where things stand heading into October.
๐ Autumn Breeze โ Patch v1.6.2f1
Released September 15, 2026
The biggest change since our last State of the Game thread is the release of Autumn Breeze, replacing Summer Solstice as the current live PC version.
The update focused primarily on simulation logic, performance, visuals, the Asset Editor, and Paradox Mods.
Garbage Collection
Garbage trucks received new routing and capacity logic.
Trucks now reserve enough capacity for the building they are actually being dispatched to and are more willing to skip buildings with very small amounts of garbage along the way.
Garbage also now has a larger effect on citizen happiness.
In other words, the garbage truck has finally been reminded that it was dispatched somewhere for a reason.
Companies & Resources
Company renting priorities were changed so businesses producing resources your city actually needs are given priority when searching for available properties.
This is intended to:
- Improve the variety of companies spawning in commercial and industrial areas.
- Better align businesses with actual city resource demand.
- Make demand bars respond more accurately.
- Provide groundwork for continued resource-economy improvements.
Offices can also now import Software from outside connections.
Residential Demand
Residential demand calculations were adjusted to better account for extremely large cities.
The simulation now considers both city population and the number of empty residential properties when calculating the effect of available housing.
This should address cases where residential demand could effectively collapse in very large cities despite additional housing still being needed.
Citizen Finances
Citizen decisions involving shopping, leisure, and happiness now rely more heavily on income instead of accumulated wealth.
Additional citizen fixes include:
- Young adults should no longer immediately move out of their parents' homes unless they can actually afford housing.
- Several situations where citizens abandoned vehicles were fixed.
- Homeless households should be less likely to become stuck while coordinating family trips.
Performance & Technical Improvements
Autumn Breeze also included another round of smaller performance improvements.
These include:
- Improved tree LOD performance.
- Smarter selection of asset LOD levels.
- General simulation optimizations.
- Reduced memory usage.
- Improved wind simulation performance.
- Optimization passes on numerous existing assets.
Iceflake has been clear that performance work is still ongoing.
In its September Q&A, the studio explained that CPU-side pathfinding remains one of the larger technical challenges, while additional GPU, rendering, memory, and simulation optimization continues.
Some of this work is also directly connected to the continuing effort to get the game running within console memory and performance limits.
There is still plenty of road ahead here, especially once cities start getting stupidly large.
Visual Improvements
Autumn Breeze continued the terrain and rendering work introduced earlier this year.
Changes include:
- Waterway Pass and Lakeland received hand-painted terrain improvements.
- Surface lighting now follows the underlying terrain normals.
- Tree LODs were improved.
- Moonlight shadows were restored after being unintentionally disabled.
- Window lighting behavior was corrected for assets configured to always remain lit or unlit.
- Support was added for frosted and opaque windows.
- A new European Spruce tree was added.
Asset Editor Improvements
Several previously previewed Asset Editor improvements are now live.
These include:
- The new
-startEditorlaunch parameter. - Asset filtering improvements.
- Multi-select when adding assets.
- Improved window import controls.
- Frosted and opaque window support.
- Additional window color and lighting controls.
- Fixes for excessive color palette data accumulating in custom maps and saves.
- Additional Editor usability fixes.
Work on the Editor and custom asset pipeline remains ongoing.
Paradox Mods & Launcher Improvements
Autumn Breeze also brought several additions to Paradox Mods.
Among the bigger changes:
- Mods can now have Collaborators.
- Mods can be managed through the Paradox Launcher.
- Playsets now support automatic mod downloading as an optional setting.
- Mods can be managed while offline.
- Tags can be excluded when browsing.
- Several playset and browsing bugs were fixed.
The patch also updated the game's UI framework, so some code mods required updates after the patch.
Existing save games remain supported.
As always, if you're running a heavily modded city and the game suddenly decides life is optional, check your mod compatibility before sacrificing your save file to Chirper.
City Corner #12 โ Simulation, Performance & Player Control
Earlier in September, Iceflake published another Q&A addressing several recurring community questions.
The studio explained that its current development approach generally follows three stages:
- Fix the underlying system or bug.
- Observe how the simulation behaves afterward.
- Then determine whether balancing changes or larger reworks are required.
Iceflake specifically used logistics as an example of a system where one apparent problem may actually involve resource availability, vehicle routing, company behavior, or several systems interacting at once.
The developers also discussed giving players more direct control over parts of the simulation.
Instead of requiring players to micromanage individual businesses, Iceflake has discussed possibilities such as more control over resources or production at the district or city level.
Nothing specific has been announced yet, but the studio appears interested in providing more meaningful control over the simulation without turning the game into Spreadsheet Simulator 2026.
Expansion Pass 2
September also brought the announcement and release of Expansion Pass 2, marking Iceflake's first major paid-content roadmap since taking over development.
The pass includes:
- Two expansions.
- Three Creator Packs.
- One radio station.
- One instant-unlock content set.
Downtown Market Set โ Available Now
Expansion Pass 2 owners immediately receive the Downtown Market Set.
It includes:
- A container-based commercial/social hub.
- Placeable food trucks.
- Additional smaller shops.
- A new Scottish-inspired temperate map.
Park Adventures โ Q4 2026
The first full expansion developed by Iceflake will be Park Adventures, currently scheduled for Q4 2026.
The expansion introduces a modular park-building system where players draw their own park areas and fill them with different attractions and facilities.
Four park types are planned:
- City Parks
- Zoos
- Amusement Parks
- Nature Reserves
Parks will level up as they attract visitors and include their own management systems for:
- Ticket prices.
- Staffing.
- Maintenance.
- Park ratings.
The expansion is planned to include more than 100 assets and five new maps.
Yes, we are basically getting Parklife 2: Electric Boogaloo.
And honestly? Fine by me.
Expansion Pass 2 Roadmap
Following Park Adventures, the currently announced schedule is:
Q1 2027
- Modern Suburbs โ Creator Pack by Trist1322
- First Response โ Creator Pack by Arthaix
- Corner Street Beats โ Radio Station
Q2 2027
- City Vacations โ Expansion focused on tourism
- Map Pack โ Seven new maps by Uncle Ron
City Vacations is planned to expand tourism significantly, including seasonal visitor numbers and additional tools for influencing where tourists arrive, travel, stay, and spend money.
Community Reports Following v1.6.2f1
As always, a major simulation update has produced a few reports worth keeping an eye on.
These are community-reported issues and should not currently be treated as confirmed official bugs unless Iceflake says otherwise.
Hydroelectric Dams
Multiple players have reported hydroelectric dams suddenly operating at 0% efficiency after the Autumn Breeze update.
Some reports are from completely vanilla games, so this may not be mod-related.
"Not Enough Customers"
There has also been a noticeable increase in reports involving commercial businesses displaying "Not Enough Customers" after v1.6.2f1.
Players have reported the warning appearing even in cities with:
- High commercial demand.
- Significant nearby population.
- Fully staffed businesses.
- Adequate stock.
- Good traffic and transit access.
Because Autumn Breeze directly changed company priorities, imports, citizen finances, and shopping behavior, it is possible some cities are simply adjusting to the new simulation rules.
However, the number of reports means this is something we'll be watching throughout October.
If you're experiencing either issue, please include whether you're playing vanilla or modded, your city population, and your current version when discussing it here.
Console Update
There is still no confirmed release date for Cities: Skylines II on PlayStation 5 or Xbox Series X|S.
Iceflake continues to state that the console version is actively being worked on, and performance and memory optimization remain important parts of that effort.
Until Paradox announces an actual release window, we're not going to try to manufacture one.
Console players remain at the bus stop.
The bus is technically still on the route.
We simply have no idea where the bastard currently is.
Looking Ahead
As we enter October, the major things to watch are:
- Additional fixes following Autumn Breeze.
- Continued simulation and performance improvements.
- Further Asset Editor improvements.
- Continued development of the resource economy and logistics systems.
- Potential follow-up on post-patch commercial and hydroelectric issues.
- More information regarding Park Adventures ahead of its Q4 2026 release.
- Continued console development.
As of October 4, 2026, no newer major game update has replaced Autumn Breeze.
Current State
As of October 4, 2026:
- Current PC Version: v1.6.2f1 โ Autumn Breeze
- Latest Major Update: Autumn Breeze โ Released September 15
- Expansion Pass 2: Available
- Downtown Market Set: Available
- Next Expansion: Park Adventures โ Q4 2026
- Asset Editor Development: Ongoing
- Simulation / Performance Work: Ongoing
- Console Version: In Development โ No Release Date
Guidelines
- Ask questions about the current state of the game, performance, bugs, patches, mods, or upcoming content here.
- Share your experiences with Autumn Breeze and let us know how your existing cities handled the simulation changes.
- If you're reporting bugs, please include whether you're playing vanilla or modded and include your game version.
- If you're experiencing the new commercial or hydroelectric issues, providing your population and relevant city information may help other users compare results.
- Posts asking "is the game worth it now?", "has the game improved?", or "what's the current state of the game?" outside this thread may be removed and redirected here.
We'll keep this thread updated throughout October if Iceflake releases another patch, City Corner, Park Adventures news, or anything else significant.
Last updated by mods: October 4, 2026.
r/CitiesSkylines2 • u/ifs_Blu • 21d ago
Iceflake/Paradox Post โน๏ธ We are Iceflake Studios, the dev team behind Cities: Skylines II. Ask us Anything!

Greetings Reddit! ๐
We are Iceflake Studios, the development team behind Cities: Skylines II, all the way from Tampere, Finland.
We thought that now, after the reveal of Expansion Pass 2 and the DLC(s) included in it, it would be a perfect time to sit back, relax, stay a while, and listen. And then, answer, of course.
So, that's why we are here! We want to spend some time with you today to connect and answer any questions you might have on your mind. And if you can't make it when we are live, don't worry! You can leave your questions beforehand, and we will start answering as soon as we go live.
Now, let's give a small introduction to all of the people joining from Iceflake today:
u/ifs_Blu - Community Manager - The one who always swears and says stupid things on camera. Writes the City Corners and co-hosts the official streams, while also managing social media and other community-related things. Has memes instead of thoughts. ๐ธ
u/ifs_Timo - Tech Lead - The one and only! Knows everything about Cities. An active communicator, especially in the PDX Forums. Anything that relates to the simulation, programming, or the technicalities: Timo is your guy! Impossible to beat in padel. ๐
u/ifs_Jesse - Game Designer - The brains behind the systems and gameplay. Ideates with other team members on how to make C:SII feel / look / play better, and executes those plans. Craft beer enthusiast. ๐บ
u/ifs_Grizzly - Producer - The one who keeps the team on track and makes sure that the plans for the future are realistic and doable. Ensures that the team is taking care of themselves. The deepest voice-haver, and possibly a future radio host(?)! ๐ค
u/ifs_monitorlizard - 3D Artist - The one looking after the maps, trees, and all things nature! Has been repainting the older maps by hand, and makes sure that they are looking โจ pristine โจ. Has the best moustache in the company.
u/ifs_soba - UI Designer - The master of the UI; no icon, toolbar, panel, etc. is left unturned. Has an excellent eye for making everything look cohesive and pleasant to look at. Has excellent taste in music. ๐ถ
Now that the introductions are done, over to you for questions! We'll be here today (24.9.2026) from 14:00 - 15:00 CEST, but as mentioned, feel free to stop by and leave your comments beforehand (or afterwards)! ๐๐
---
EDIT: Thank you for all of your questions! Though the official time is up, we will continue answering your questions in a more casual manner today and tomorrow. So, if you have any questions that remain unanswered, feel free to write them in the thread! โค๏ธ
r/CitiesSkylines2 • u/JFKtestskull • 8h ago
Screenshot/City ๐ผ๏ธ ๐ Some recent interchange progress
Finished up the main highway network in my New Orleans build! The interchanges have been a lot of fun/pain
r/CitiesSkylines2 • u/db27yt • 7h ago
Screenshot/City ๐ผ๏ธ ๐ My German / Dutch Inspired City
It's still very unfinished, so I placed a lot of the stuff like the university and the skyscrapers only temporarily to make the simulation work. Thats why it looks kinda crazy on the last image
r/CitiesSkylines2 • u/lost_with_no_hope • 8h ago
Screenshot/City ๐ผ๏ธ ๐ I want my Baby back, Baby Back Baby back...I want my Baby Back, Chillies.....
Created a Chillies cause why not. Last post got some questions on my gameplay as some ppl said my city was MS paint and did not function. So I also included a breakdown of the restrauant, in layers. So the breakdown is as follws
1) Parking lot
2) Signage and lights
3) Props
4) Decals
5) Curbs
6) Overlay textures
7) Overlay textures
8) Vegetation
9) Building
Rest of the pic's are of the building itself. Funny enough caught a sim in the blue car leaving the parking lot, although they had to turn around. ๐
r/CitiesSkylines2 • u/Urban_Creator • 1d ago
Screenshot/City ๐ผ๏ธ ๐ Downtown Taking Shape.
r/CitiesSkylines2 • u/Special-Artist1059 • 9h ago
Mod News โจ๏ธ Asset Released: USA NE High School - C.W. Rice
This is my model of the old C.W. Rice School located in Northumberland, Pennsylvania, USA! You can find it on PDX mods HERE!
The old section of the school (the right side when viewed from the front) was built in 1937 and was initially used as an elementary school. When capacity needed to be increased for the old high school, an addition was made to this building in 1960 and was converted from an elementary school to a high school. It was then later turning into a combined elementary/middle school when Northumberland SD merged with Sunbury SD to form the Shikellamy SD in 1965. It continued to function as an elementary/middle school until the building was permanently shut down in 2010 due to safety concerns regarding asbestos tile/insulation and black mold growth in the basement. Unfortunately, it was demolished in 2014 to make way for a brand new middle school.
Three parts of the building are recolorable:
- Curtain Wall Sections & Doors (Red)
- Curtain Wall Accents (Blue)
- Roof
PLEASE NOTE that all grass, road, and grunge decals used in the screenshots are not included in this pack.
In-Game Details:
- Lot Size: 28w x 9d
- Build Cost: $400,000
- XP Reward: 800
- Student Capacity: 1,250
- Jobs: 100
- Service Upkeep: $15,000
- Increases city attractiveness
- Plenty of on-site parking
Softball/Little League Field Upgrade:
- Lot Size: Within building footprint
- Build Cost: $10,000
- XP Reward: 100
- Additional Jobs: 5
- Service Upkeep: $500
- Leasure provider
- Increases building attractiveness
Model Details:
4k textures for the main mesh and LOD1 (1k for LOD2)
- Main Mesh: 9,103 tris
- LOD1: 6,528 tris
- LOD2: 80 tris
Please be sure to download all required mod dependencies from the list in order for this asset to function properly. All dependencies were made by me.
If you enjoy this release and would like to support my efforts in creating quality assets in the future, please consider buying me a coffee! It would be greatly appreciated!
Also, if you'd like to get updates on the current WIPs I have in store for Cities: Skylines II, please follow my page on the Cities: Skylines Modding Discord HERE!
Thank you!
-Venqari
r/CitiesSkylines2 • u/Hefty_Engineer4699 • 12h ago
Screenshot/City ๐ผ๏ธ ๐ is it time for a metro/subway
r/CitiesSkylines2 • u/ism0u • 1d ago
Screenshot/City ๐ผ๏ธ ๐ I'm Recreating Paris at a 1:1 Scale in Cities: Skylines II! ๐ซ๐ท (Ultra-Realistic Project)
Hey everyone! ๐
I've been working on recreating Paris at a true 1:1 scale in Cities: Skylines II for about a month now, with the goal of making the city as realistic and accurate as possible!
๐ Current progress: around 9โ14% completed.
Right now, I'm mainly focusing on the outer ring of Paris, before gradually moving toward the city center.
I actually started this project a while ago, but the result wasn't realistic enough. Roads were placed pretty randomly, the proportions weren't accurate, and the scale was over 1:12.
This time, I'm doing things properly! A true 1:1 recreation of Paris, with accurate road layouts, realistic building placements, and hopefully a level of detail comparable to GTA V!
Obviously, this is a massive project that's going to take a lot of time, but I'm really excited to see Paris slowly come to life in the game.
๐ฎ And this is only the beginning!
I'll be posting regular progress updates here on Reddit, sharing screenshots and showing how the city evolves over time.
๐ฅ I'll also be uploading a video soon on my YouTube channel, Ismoou Builder, titled "CS2 Paris 2.0".
๐ https://www.youtube.com/@ismooubuilder
If you have any questions, suggestions, or just want to follow the project, feel free to leave a comment! :)
See you in the next update! ๐ซ๐ท
r/CitiesSkylines2 • u/_-Andy_- • 9h ago
Screenshot/City ๐ผ๏ธ ๐ Some shots of my cityโs Midtown area. What do you think?
r/CitiesSkylines2 • u/Traditional-Bee6028 • 14h ago
Screenshot/City ๐ผ๏ธ ๐ Rate my organic road layout 1 - 10
i really like the look of this organic road setup. its time i put away the boring old repetitive american grid style for a bit, and choose something a bit more artistic.
r/CitiesSkylines2 • u/buildajourney • 1d ago
Mod News โจ๏ธ Are we going to start having Italian skyscrapers? Yes, sir.
hellooo
Some people think this building is hideous, and some people love its strangeness (myself included, haha). When I went to Milan for my birthday in 2024, I loved seeing the Torre Velasca up close, a surprising and unique structure from the late 1950s. The tower underwent renovations and was reopened in 2025. The real tower has 75 residences and offices. For the game, I had to change it to create the mixed-use building: instead of offices, it's commercial, but I kept the number of 75 households.
Velasca Tower is unlisted and I'm only releasing it for now to those who are on my Discord channel (CSM) or here :) https://mods.paradoxplaza.com/mods/162631/Any
r/CitiesSkylines2 • u/Greedy_Mushroom9204 • 3h ago
Screenshot/City ๐ผ๏ธ ๐ Downtown Chelsea ๐๏ธ
Every once in a while you get the perfect angle of your downtown ๐ This is also my first build with an elevated Tram Line. If you know any mods where I can use elevated tram stops please let me know!
r/CitiesSkylines2 • u/TheInterwebIsNeat • 19h ago
Question/Discussion What is still missing?
I really wish we had vanilla baseball fields, big box stores, stadiums, malls, fast food restaurants and golf courses so we could build realistic American cities. (I know there are assets but I play on GFN and they have to download each time). Along with airports what else is still missing? Military bases? Ski resorts? Race tracks? Olympic facilities? Iโd love to build an Olympic village with venues for all the sports. Or a beach / casino resort.
r/CitiesSkylines2 • u/Dogpatch722 • 1d ago
Screenshot/City ๐ผ๏ธ ๐ I present you my new city (Olympic City, OR)
r/CitiesSkylines2 • u/Affectionate_Idea851 • 18h ago
Screenshot/City ๐ผ๏ธ ๐ Built a new mid- to high-rise neighborhood and got a little carried away with the greenery
r/CitiesSkylines2 • u/No-Today4844 • 2h ago
Assistance Needed! Asset port & bridge
Ciao a tutti,
negli ultimi giorni vedo che non funziona lo zoning commerciale del dlc bridge & port.
Qualcun altro ha riscontrato questo problema?
r/CitiesSkylines2 • u/Novel_Sector_1440 • 16h ago
Question/Discussion Is there a way to quick switch the surface material?
Hello! I wonder if there is a method for quickly switching the pavement and other surface materials to another one in an area I have created using the area tool instead of just demolishing the existing one and drawing anew? For example, in the picture, I covered the area between the metro station and the chirper park with this tiled surface texture. It would be cool to just replace it with one click like you can do with roads, but I haven't found if this is possible.
r/CitiesSkylines2 • u/Bleuminion10 • 17h ago
Question/Discussion is this how asymmetrical roads should be used

i am still new to the game and so far building a skyscrapers downtown has proved to be challenging, even sketching on unlimited money was filled with challenges, that aside i have looked on how large roads and asymmetrical roads would help but i found the same problem every time, no matter how large the roads 4 or 5 or 6 lanes, or how lane connections are setup, sims always converge to the same lane relative to their end destination causing the same problem, sometimes i wonder if 1 lane is all you need (jk i know that is terrible)
r/CitiesSkylines2 • u/Qsessi • 10h ago
Screenshot/City ๐ผ๏ธ ๐ Just found out you could use sub-buildings from other assets using the Find it Mod!
r/CitiesSkylines2 • u/isomangaldav3 • 20h ago
Screenshot/City ๐ผ๏ธ ๐ I just wanted to share some sunset photos from my city.
First 6 photos are from old town and last two are a college and a university seperated by a bay.
Happy to hear your thoughts!
r/CitiesSkylines2 • u/Pololen1 • 19h ago
Screenshot/City ๐ผ๏ธ ๐ TURN ON AUTO SAVE BEFORE IT IS TOO LATE
spent the last 4 hrs making a huge section of a city here, the game crashes, I return and it's all gone. I guess it's punishment for me not studying for my test ๐ญ
r/CitiesSkylines2 • u/Equivalent_Air_5610 • 17h ago
Screenshot/City ๐ผ๏ธ ๐ Malfunction Junction!
galleryI love making my own interchanges!
r/CitiesSkylines2 • u/repairfast • 21h ago
Screenshot/City ๐ผ๏ธ ๐ What feeling does this place of my city give you?
I was cruising my cityโ streets and I captured this image, a place that to me feels like a liminal space, or like, being enclosed by walls despite having a clear sky and a spacey streets overall.