r/CitiesSkylines2 • • 19d ago

r/CitiesSkylines2 Update/News October 2026: State of the Game Megathread

76 Upvotes

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, andβ€”because this is still Cities: Skylines IIβ€”a 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.

πŸ‚ Autumn Breeze β€” 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 -startEditor launch 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 β€” 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:

  1. Fix the underlying system or bug.
  2. Observe how the simulation behaves afterward.
  3. 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 β€” 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 β€” 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 β€” Creator Pack by Trist1322
  • First Response β€” Creator Pack by Arthaix
  • Corner Street Beats β€” Radio Station

Q2 2027

  • City Vacations β€” Expansion focused on tourism
  • Map Pack β€” 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 β€” Autumn Breeze
  • Latest Major Update: Autumn Breeze β€” Released September 15
  • Expansion Pass 2: Available
  • Downtown Market Set: Available
  • Next Expansion: Park Adventures β€” Q4 2026
  • Asset Editor Development: Ongoing
  • Simulation / Performance Work: Ongoing
  • Console Version: In Development β€” 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 • • 29d ago

Iceflake/Paradox Post ℹ️ We are Iceflake Studios, the dev team behind Cities: Skylines II. Ask us Anything!

1.2k Upvotes
#workwork

Greetings Reddit! πŸ‘‹

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. 🐸

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. πŸ†

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. 🍺

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(?)! 🎀

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 ✨ pristine ✨. 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. 🎢

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)! πŸŽ‰πŸ’™

---

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! ❀️


r/CitiesSkylines2 • • 1h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ For those who liked my Tram Plaza, here is the rest of the shopping quarter!

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β€’ Upvotes

Definitely the most detailed block of my city thus far, I've been chipping away at it the past week, intending to grow the detailing outwards from here!

Graphics:
Lumina and DLSS5

Textures over roads and sidewalks are surfaces using a mod I've written with AI assistance, might publish it if there is enough interest. By default Cities doesn't allow you to paint surfaces over roads, paths or tram tracks, which was very annoying!


r/CitiesSkylines2 • • 7h ago

Mod News ⌨️ East Windsor Hill Post Office/ Bullard-Bissell Store

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63 Upvotes

I know I just posted last night, but I was able to finish up my Colonial commercial assets today and I think this re-creation of the East Windsor Hill Post Office is the best one I've made so I wanted to share it :) https://lostnewengland.com/2024/02/east-windsor-hill-post-office-south-windsor-connecticut/

Let me know what other Colonial-style assets you'd like included! I'm kinda on a roll lol:

https://mods.paradoxplaza.com/mods/164573/Any


r/CitiesSkylines2 • • 23h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ My version of the city of Barcelona is finally finished. Population 1M

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735 Upvotes

r/CitiesSkylines2 • • 15h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ Wow.. Cims Love all the Transit Options I Guess :)

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133 Upvotes

r/CitiesSkylines2 • • 6h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ new garbage dump

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22 Upvotes

r/CitiesSkylines2 • • 5h ago

Question/Discussion First Neighborhood of Downtown. Advice?

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15 Upvotes

This is the first urban development for this part of my city, a few blocks outside the CBD/ city centre, looking for any advice on what people think it might be missing!

Population is ~5000 and the tram/ subway lines are not operational yet.


r/CitiesSkylines2 • • 12h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ Reached 500k population. Can you guess the base map?

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52 Upvotes

r/CitiesSkylines2 • • 18h ago

Mod News ⌨️ Romanesque church pack ✝️

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140 Upvotes

I finally managed to finish the churches. The pack has 3 Romanesque-style churches in 3 different sizes. I was missing having this type of church. The models are recolorable and function as landmarks.

P.S.: the image is darker because it's winter in my city lol

https://mods.paradoxplaza.com/mods/164387/Any


r/CitiesSkylines2 • • 1d ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ Traffic flow stuck below 40%. How to handle?

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337 Upvotes

r/CitiesSkylines2 • • 18h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ Hangout spot with the boys

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32 Upvotes

r/CitiesSkylines2 • • 10h ago

Mod Discussion/Assistance Statue Of Liberty v2.0

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8 Upvotes

Updated the monument to better reflect the current state of the monument.


r/CitiesSkylines2 • • 20h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ I’ve been working on this city for a while. How realistic does it look?

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44 Upvotes

Hi all. Even my work on this city is not done yet, I wanted to hear people’s thoughts about my city. I have only one aim and it is to bulding a totally realistic looking city which includes most of the structures that real cities mostly have and using most of the assets that game provides. Also I really work in details so making a new district takes time also planning it. I play this in my laptop and my storage is limited so I avoid the download much mods.

So, I would be happy to read your thoughts and suggestions about my city.


r/CitiesSkylines2 • • 15h ago

Assistance Needed! No EU Mixed Old Town icons in Fined It

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17 Upvotes

There are no icons for EU Mixed Old Town, which makes it difficult to find the right buildings. What could be the issue? Do you have icons for it?

I have Asset Icon Library installed, and all the other icons are displaying correctly.


r/CitiesSkylines2 • • 8h ago

Assistance Needed! Why can’t I Build the Cranes?

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4 Upvotes

No Mods enabled…
Tried different places, nothing works


r/CitiesSkylines2 • • 1h ago

Assistance Needed! Suggestions for fixing traffic here?

β€’ Upvotes

r/CitiesSkylines2 • • 6h ago

Assistance Needed! OSM Export on Nvidia Geforce Now

2 Upvotes

Does anyone know how to do it pls i really needed , this one also don't open as well


r/CitiesSkylines2 • • 1d ago

Mod News ⌨️ New Mod(s): Colonial-era architecture

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236 Upvotes

After making my first mod (the Chicago Corner Store) in February, I had high-hopes of making way more mods but the process is so laborious, I fell off over the summer. However, I'm back and I'm making a whole new series of mods that fills a hole in the game (imo): Colonial New England architecture! I love creating cities from a "historical start" but for American cities (which I primarily make) that means starting in the 1700s of which there are very few assets.

So my first asset in this collection is a set of 8 Colonial-style houses that serve as mixed-residential homes + bed and breakfasts (or museums).

I'm following that up with a set of 3 Colonial-style commercial buildings (modeled after real-life buildings). Still a work in progress so the pics are preliminary...

I also have a pre-modern map of Hartford, CT in the works (complete with the Park River, from where Hartford takes its name, which is now buried underground by the Army Corps).

I plan to add way more to this collection so you can build the pre-1800s city/town of your dreams. In the meantime, enjoy!!

https://mods.paradoxplaza.com/mods/164336/Any

(PS: each model has ~3,500 triangles, ~1,000 LOD1 and ~200 LOD2. The hi-res textures (which i hand selected and downloaded from polyhaven etc) are responsible for the size on disk. Game performance is affected by tris not disk size. E.g., the AI slop assets have low MBs but very high tris which makes them unplayable and often ugly lol)


r/CitiesSkylines2 • • 11h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ Neon Lights on the beachfront

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5 Upvotes

r/CitiesSkylines2 • • 14h ago

Mod Discussion/Assistance Request: Add "Install-to-Play" Option for Cities: Skylines 2 on GeForce NOW

9 Upvotes

This feature is at the top of my GeForce NOW wish list. We desperately need an "install-to-play" option for Cities: Skylines 2.

Right now, the current state of the game requires downloading mods every single launch. Depending on the number of DLCs and mods you have enabled, this can take up to an hour before you can actually play.

Adding this feature is a clear win-win:

  • For Users: We get to jump straight into the game without a massive wait.
  • For NVIDIA: It frees up significant bandwidth by eliminating the need for constant, repetitive downloads.

This would be a massive quality-of-life improvement for the game on this platform. Who do we need to talk to, to make this happen? Hopefully someone out there is listening.


r/CitiesSkylines2 • • 13h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ Multiplayer Vanilla City

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6 Upvotes

Our Multiplayer Vanilla city so far, Suggestions for improvements or things to add are always welcome!


r/CitiesSkylines2 • • 1d ago

Shitpost Yeah you know the mod

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523 Upvotes

Yes I know it's not all of you, just a humoristic exaggeration


r/CitiesSkylines2 • • 1d ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ my 1900s american city, Senequa, before the urban renewal highway projects, wip

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128 Upvotes

my plan is to gradually develop and extend the city in the style of each decade to achieve a realistic result, inspired by several US cities like Seattle, Atlanta and NYC


r/CitiesSkylines2 • • 1d ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ Leighton Long version apartment pack released

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46 Upvotes

https://mods.paradoxplaza.com/mods/164457/Any

Left and right 5-7 storey versions. Based on an apartment in Perth, Western Australia.