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New Cycle News

What lays ahead.

Greetings!

First of all, we want to thank you, our community, for your patience and the constructive feedback and criticism we received! This valuable interaction with our players was one of the reasons we decided to embark on this early access journey, and in this first year we already learned a lot. And while we have to ask for a little more patience, rest assured, that we are working hard to turn those learnings into an experience, with a detailed breakdown of what to expect in the announcement below:


Gameplay and Mechanics
The next major updates include many technical improvements, but also the most radical gameplay changes in our update history. For players who want to take the gameplay in more different directions and have more freedom with their strategy, we aim to offer more options and combinations, but also more customization and the chance to reflect personal preferences at the moment while keeping the game flow intact.

Changes in Development Tree
The Development Tree, so far used to unlock buildings and products based on a simple flow and level of development, now includes more path options and player-choice upgrades that will impact the universe. It also consists of a new way of presentation and ‘regulations’ that can be directly implemented according to the level of development.
Thanks to this step, we want to give each player more freedom in the direction they want to take their universe. With the introduction of 'Upgrades and Direct Edits', which we try to explain in more detail below, your chances of being more decisive on the universe by supporting freedom of movement in the development tree will increase.
The new model, which supports the overall flow of the game, as your technological capabilities increase, allows you to improve the existing structures a little bit without switching to the next-generation ones. Also, you can always take the safe route and quickly upgrade them to the more advanced levels.


New Development Tree Window



New Intermediate Upgrades and Renovation Project Tasks
The new development tree will now include intermediate upgrades. These can improve existing structures, adjust production formulas, or increase efficiency and output multipliers based on technological capabilities and available materials as the game universe progresses.
This new system has been integrated so that the preferred upgrades can be shaped according to the strategy the player wants to implement. It also gives old structures the ability to adapt in parallel with the growth process.
To create a more realistic universe flow, these adaptation improvements will also initiate a renovation project that will require upgrading existing structures.
Naturally, both the upgrade and these Renovation Projects will have a cost. Projects will vary in direct proportion to the number of targeted old buildings or infrastructures. Of course, all of these upgrades are left to the player's choice, and whether or not you perform them will not be a binding factor in the game's progression.
Some upgrade projects may create new parts or components that can slightly change the appearance of existing structures. We have designed and added around 40 intermediate and custom upgrades, and we expect this number to grow in parallel as the game universe progresses.

Changeable Regulations
As you know, in the New Cycle universe, depending on the progress and development of life, your community may request arrangements from you in certain situations and offer you a roadmap with a few options to take.
In parallel with this existing 'narrative' fed system, we have added new regulations directly linked to development progress.
These new stage-dependent regulations have been placed in the 'Development Tree', directly accessible by the player without any universal triggers. Some, of course, will require technological progress or the continuity of a specific development.


New ''Regulation'' Preference Window



All regulations can now be changed by the player, regardless of the source from which they were accessed. These changes will have conditions and effects.
With over 20 new regulations, you'll be able to further customize your city and community and get closer to creating an identity, including rules of social life, external relations, production methodologies, occupational safety, social norms, and more.

Changes in Cycle Progress
The system for maintaining Cycle progression based on Population and Knowledge has been changed. From now on, a certain number of cycle specific structures (and still some Knowledge) will be required, which gives the player more control over his progression.

New Advisor System
We have made our 'Advisor' System, which we had the opportunity to present to you for the first time in our demo version, ready for release by improving it a little more and making it more organically affect the game flow. 'Advisors' are special characters in the game universe that can join your community through immigration, birth, education (as a result of training paths such as Worker to Craftsman, etc.), or special small quests.

Each of these characters has certain qualities according to their professional skills or origin stories, and depending on their level, they will be able to have a positive impact on any issue in the city in general, on a specific type of profession, or other indicators.
You will be able to create a delegation of advisors from these special characters from the Worker, Crafter, or Specialist classes, with a number limit determined by your level of development, and you will be able to assign and dismiss them according to your needs and plan according to the needs of your strategy. How many advisors you have from which class or not offering positions to other classes can also cause problems in your community.

New Side-Mechanic: Mass Focus
Mass focus is a newly defined sub-mechanic. It is an executive tool where you can set focused topics to achieve specific mastery or gains by directing some of your community's day-to-day 'Knowledge' to a niche topic.
We can interpret it as a developable new path of progress based on the main topics of survival, production, natural resource management, collective life, and, in the future, diplomacy and dialogue.
You can develop these paths over time by giving up some of your daily 'Knowledge' output. Each level can upgrade existing achievements or make specific contributions in their respective fields. The decisions you make or the solutions you choose during different events in the game can increase or decrease this focused accumulation.

New Biome Preference Window and Gameplay Settings
After choosing between Scenarios or Sandbox, you can select biomes via the screen in the image below.
We have designed this screen to facilitate the presentation of more biome types and to provide information easily about the fundamental values (fertility, mineral availability, water resources, etc.) of the biome to be preferred.


New ''Map Type'' Selection Window


We have also added the most important of the general 'Gameplay' settings directly into this window, where you can adjust key variables affecting the entire gameplay to the player's liking.


This is a preferred way of presentation for quick and easy access, especially for players new to the genre or experiencing our game for the first time.

Revised Bonus System: Stacking Effects
Our current universe has a wide network of effects and reactions, fed by many factors such as events, developments, and social reactions.
We refer to these effects as 'bonuses', a variable that increases in number as the game universe expands, and we have decided to express them in a new way of processing. In line with the requests of the community, the effects that affect the primary factors such as Workforce, Efficiency, Morale, etc., which can be logically combined under the same title, will now be expressed in UI by adding them on top of each other.
More than just a simple UI edit, this stackable effect system supports the creation of preference tools that can be taken in different directions, such as improving or reducing existing bonuses.

New Map Types: Extended Scale
Thanks to the upgrade of our Unity game engine and the proper integration of newly released technologies, we could increase the available playable map areas by 60-70%.

Thus, when the overall surface area of our maps that we offered in the early days of the release was 570,000 (756x756) in engine units, we have now reached a standard surface area width of 2,300,000 (1512x1512). Naturally, the terrain of the preferred map (islands, mountains, valleys, river beds, etc.) will continue to act as factors that reduce the percentage of inhabitable area, and these ratios will vary for each map type.

New Structures, Products, and Units
The new structures added to the universe mainly focus on gameplay in the 'Aquatic Biome'. This update also includes structures that will form the basis of the expanding ''Chemistry'-based production tree;
  • Primitive generator
  • Processing Yard
  • Fisher
  • Advanced Fisher
  • Offshore Fishery
  • Desalination Plant
  • Seafood Plant
  • Workhall (An advanced level of Small WorkHall building)
  • Sewing Workshop (An advanced level of tailor building)


Optional structures: These new building types can be accessed through specific events, storylines, or player preferences (predominantly optional based on need) and will provide services with special attributes.
  • Reservoir: A new way to utilize rainwater for a moderately developed city with a reduced land surface area. By feeding a single large city-wide structure with the water channels provided by your improved road network, you can obtain an extra water source.
  • Crematorium: An alternative solution to the last resting place occupation required by overly large populations in growing cities that are naturally short of space. Along with the alternative routes that the emerging chemical industry can offer.
  • Wave rider: These structures, which can be built in partially offshore areas with certain wavelengths, will be able to generate electricity from wave motion with the possibility of damaging other resources offered by the occupied area.



New products consist of the outputs of the new structures and the calculated consumption needs of the population.
  • Firewood
  • Tallow
  • Soap
  • Manure
  • Seafood
  • Pottery
  • Iron Utensil


New units for land and sea:
  • Rowboat: Standard wooden rowing boat. Allows fishing along the coastline and in shallow waters. It can also be used for harvesting sponges and seafood in reef areas close to the shore.
  • Skiff: It is a durable boat with a diesel engine suitable for a small crew of a few people. It can be used for inshore and offshore fishing and gathering.
  • Trawler: This metal boat with twin engines and a large deck is suitable for long-term missions such as offshore fishing and whale hunting.
  • Mog: Small truck modified for a specific role that can optionally be accessed with a unique task.
  • Truck v02: A new truck model with more payload capacity but higher fuel and maintenance costs. Available depending on player preference.
  • New Wagon Types For Train


New Environment and Urban Units
The New Cycle universe introduces cosmetic class entities, along with the new placeable unit menu design.
These new ''environment units'' will be of great visual benefit to the overall look and architectural spread of your city. The overall cityscape, which up to now has only consisted of buildings, roads, and the belt system, will now be supported by over 40 units of different types and scales, allowing for a much richer composition.



The overall inventory can be summarized as follows: 'Flora' consisting of small plants, shrubs, and trees; 'environmental objects' consisting of wooden and metal boxes, outdoor electrical wiring components, piles of stored goods, diesel punk-themed piping, fireplaces, etc; cobblestone square pieces and seats and lighting.
Apart from the contribution of cosmetic appearance only, we aim for some of these units to have both logical and mechanical qualities. Some special units can work as external storage units, some environmental elements can be used against the 'Pollution' mechanic when added, and simple components like crosswalks can be recognized and used by the masses moving through the city.
We will follow a production policy in which these varieties will increase continuously throughout the development process.



Other Minor but Important Changes and Improvements
This list contains a selection of topics that directly affect gameplay is heavily weighted in feedback from the community, and is not a complete fix list. As always, a full list of all revisions and fixes will be shared simultaneously with the release.
  • It provided new balancing inputs for major consumption components such as water, food, and clothing. Formulas have been revised to support more populous cities, especially as alternative production structures have been added to the universe and maps have grown.
  • Adjustments were made to birth/death rates. In particular, the mortality rate due to old age was improved and the special case of ''retired'' was added. The processing of welfare indicators affecting birth rates was revised.
  • Product storage upper limits and warehouse capacities were revised.
  • Improved interval calculation and probability calculations for random disasters. Removed previously ignored values such as the 0.01% probability of recurrence and made the probability conditions more realistic.
  • Several improvements have been made, such as the guidelines for the highway placement phase and the snap features of the roads.
  • Early-stage production capacity was increased due to new regulations and intermediate upgrades. In parallel, late-stage belt-supported production formulas were readjusted and universal balance was renewed.
  • Changed some endgame requirements for the Campaign mode and improved the conditions, time slots, and probability scenarios for main missions.
  • Alternative solution routes based on events, stories, or regulations have been added for specific problems such as setting cemetery usage conditions, taking measures to meet the need for water and food in emergencies, etc.
  • New buildings and upgrades to existing ones were added to energy production.
  • Edits have been made to the ambiance sounds and structure sounds, both in terms of content and working distance ranges. New effects and operating principles have been added to achieve a stronger ambient feel.
  • New condition ranges and timeframes have been assigned for repetitive requests and messages from the community in unfavorable situations and circumstances.


So, these are the titles of our major update content, which mainly affects the gameplay and expands the game universe on the axis of life-production-management and aims to provide a more stable and enjoyable experience.

Along these additions and changes comes our transition to the Unity 6000 version and the technical mobility obtained with this transition - especially the improvements and new methods in light, effects, rendering quality, background calculations, and new possibilities for our game universe.

Since we have detailed these technical titles in the previous announcement, we are not adding them here to avoid repetition. You can check the link below for the details regarding the technical upgrade, which includes many new topics from water physics to the radical change of the general appearance.

https://store.steampowered.com/news/app/2198510/view/546722128842457425?l=english

We are happy to be able to inform you once again about our progress and current situation. Obviously, we would have been happier if we could have released this content in time for our game's anniversary, but the ever-expanding game universe and our aim to produce technically flawless content has caused a slight shift in the schedule. On behalf of the entire team, we would like to thank you once again for your understanding and support!

Team Core Engage & Daedalic Entertainment.

1 Year Anniversary Message

Greetings to everyone,

New Cycle is celebrating its 1st birthday in early access. First, we would like to sincerely thank our esteemed community, lovers of the strategy genre, for their incredible acceptance and support throughout the development process.

We want to extend our thanks and congratulations to all our teammates who have worked hard in every field without losing their excitement and passion as they did on the first day of our project.

As management mechanics enthusiasts, all of us enjoy stats, so we'd like to share some facts and figures about our first year.
As of today, New Cycle has reached 122,000 strategy lovers. Gameplay times and averages for this year's early access release are also in the form of the Steam statistic below. (Screenshot created on 18.01.2025)



In addition, we would like to share a small summary of the in-game events that take place according to the achievements obtained in the game universe in the image below.



Given the breadth and diversity of the universe it is targeting, New Cycle is still at a very early stage and continues to be developed with a focus on 'production-structures-society' in order to achieve a smooth and successful core system unification.

We believe that we are on the verge of stabilizing core systems within the first quarter so that we can transition to a 'Foreign World-Diplomacy-Story' focused production shift later this year.

Thanks to the community's interest, we have been able to expand our current roadmap and we have made a safe transition to the latest version of our game engine to lay the groundwork for this expansion.

As a reminder, here is the detailed announcement content for our next update, which includes new biomes, side mechanics, new building units, along with extensive infrastructure component upgrades and many more.

https://store.steampowered.com/news/app/2198510/view/546722128842457425?l=english

We would also like to add a small but important announcement. The scope of the upcoming update has been expanded to include a number of new features and changes to the following main systems.

Revised Cycle transition system and changed requirements
Development Tree system change and new additions
New Optional upgrades
Revised 'Regulation system'



According to the results of our survey and analysis on the total feedback and comments, these titles are among the top of the most intense change requests for our game. (We do not ignore titles such as Belt system and Region diversity, they are waiting for the next steps) Over the past months, we have made radical adjustments in parallel with the engine update and new content production.

With these changes we have tried to allow the universe to be shaped more according to player preferences and strategy. For full details and all other topics not mentioned in this message, we will share information with a detailed announcement next week.

Once again, on behalf of all our teammates, we would like to take this opportunity to thank you for all your patience and support. We hope to see you again soon.

Development Briefing and Preview

Greetings!

We would like to share information on an important topic about the development process and a short video about the content of the next updates and new infrastructures.

[h3]Game Engine Upgrade[/h3]

Throughout the early access process, we have tried to reflect to our players that we are meticulous about providing content with a smooth and technically quality infrastructure as much as possible. In this direction, we would like to announce that New Cycle, which we developed on the Unity game engine, has been migrated to the Unity 6.000, the latest version released in recent months. Unity has developed this version for a long time. It contains innovations that provide better solutions and gains in many ways. For this reason, although it took some time and hard work, we wanted to further open up the New Cycle universe with this upgrade by running a careful transition in parallel with our routine development processes.

The outputs arising from this step and a summarised presentation of the details of the development process:


[previewyoutube][/previewyoutube]

What it means and why it is important?

The New Cycle universe is naturally limited by the framework of the game engine on which it was developed. As this engine gets stronger and offers a more efficient infrastructure, we will be able to develop our game with more content and a higher quality presentation.

  • With an improved and upgraded engine, we have an infrastructure that supports new mechanics, gameplay elements, and more content that we want to add to the New Cycle game universe.(Physics-based water simulation - new vehicles - larger playable maps - Different types of ambient illumination and sky etc. )
  • With the Unity 6 update, we will have the chance to integrate new supporting technical solutions for a more stable performance delivery, and we hope that these will allow us to take our service quality up a notch.
  • The new version includes several improvements in terms of rendering cost, and we will be able to introduce new optimization methods that allow us to further improve the visual satisfaction of the game world, such as the introduction of DLSS and similar technologies and the presentation of more powerful and dramatic light-atmospheric volume.
  • The chance to push potential limits. Throughout our project, adaptation has always been one of our most important capabilities. Pushing our limits and reshaping the future more inclusively, especially in response to feedback from our community, has made the work we love to do even more enjoyable. With this engine update, we believe we will have the chance to expand our horizons even further with performance gains and improved tools.


We have been cautiously running parallel tests on unstable versions of this engine version throughout our development process to keep ourselves as ready as we can for a smooth migration when the time comes. The migration took some time, but it went smoothly, and we were very careful not to introduce any unexpected new problems in the gameplay that this upgrade might cause.

[h3]Next in line[/h3]

Instead of our usual development log format with visual assets and extra detail, for this announcement we would like to give a series of general summary headlines that we have completed over the past months and are still working on for the next content update and beyond.

New biome varieties and playable maps

New maps with a focus on the aquatic biome will allow you to access resources through new structures and vehicles.

New consumption expanding

We have added one more step towards finalising the importance of ‘houses’ in the New Cycle universe and their impact on gameplay. You will now need to distribute a portion of new individual needs according to the houses and the number of inhabitants.

While needs such as food, water and clothing will be preserved as they are, external items such as fuel types, cleaning components or extra furniture, which can sometimes be considered luxuries, can be distributed through ‘houses’ and this will bring extra gains to the community depending on your success. Or losses and penalties for deprivation.

Migrant regulations

Migrant management in the universe, which in its simplistic form depends only on participation and the player's take/reject output, becomes one step more complex.

The migrants you have turned away and refused to accept to your city will now be able to demand different things from you. And depending on your preferences, you will be able to progress to situations that can open a side branch that will affect the game flow in several ways.

New structures and products

New unique structures of aquatic biomes, as well as new structures for the production and processing of new consumer goods and the raw materials required for their production.

First aesthetic components

Assets of different scales and types that the player can freely place in their city, depending on their preference. Wood, metal, fabric-based outdoor assets and units that can be separated as industrial or living spaces to support the aesthetic appearance.

New lighting system

A number of new subsystems and operating patterns have been added that affect the overall light processing and the final appearance. (Preserving our original hazy appearance for some biomes.)

In parallel, volumetric fog and ambient lighting have been improved. New methods have been implemented for visualising more distant and wider areas (in line with the New Cycle reality presentation line). New forms for seasonal and weather transitions have been added, allowing for a more realistic and organic presentation.

Adjustments, improvements and modifications

From water production to ageing, death/birth balancing, Cycle transition method, road placement and assist improvements, to a series of consumption and production formula revisions, adjustments are made mainly based on community feedback and the need for universe expansion.

New settings

New features, in addition to existing ones, that allow you to customise gameplay and run at arbitrary intervals.

Most of the content mentioned above has been completed in parallel with the engine update. Except for some end-game components (such as the large freighter you see in the concrete harbour) that need advanced mechanics such as extended trading etc. due to their nature.

We have a few weeks of translation and testing tasks left for the next update. With the completion of these, we will announce the release date and detailed update notes in the near future.

For later on;
Apart from these, we are about to finalize a fundamental change for the Cycle transition flow. Instead of just a particular population and knowledge accumulation, there will now be a method more dependent on how the player manages their city. There will be more unique transition requirements for each Cycle, such as having certain buildings, the population, and developments directly tied to player performance.

Development Tree changes. We are working on a format modification where the linear flowing development tree, which expresses development processes, can be shaped more according to player preference. In this direction, we aim to offer more customizable gameplay with this new arrangement, where you can upgrade some base enhancements according to your choice. In addition, you can choose between specific paths and methods during these upgrades.

These two massive gameplay changes will not be available in the next major update but will be in the one after that. (It will be introduced probably early next spring.) We wanted to share these two significant changes up front, as they are among the game mechanics the community gave the most feedback on during early access.

We hope that both the upgrades and the new features convey the direction of the development and show that we are moving in parallel with the community feedback. Thank you again for your support and participation as we approach the completion of the first year of early access.

Although a little early on this occasion, we wish everyone a Happy New Year and a Merry Christmas to those who celebrate.


Alp

Improvement and Balance Patch

Greetings,

This update includes a number of changes to make the overall gameplay more comfortable and to significantly increase the visual and textual indicators communicated to the player.

Especially with the addition of the road network and new buildings, there is a need for revision in the city appearance and settlement plans. A number of changes and some improvements are detailed below, such as expanding the coverage area of the structures that provide services, providing more detailed tooltip presentation about the materials distributed, and a series of changes and improvements that can provide comfort to the gameplay.

  • In some cases, the production facilities within the 'Central Freight Station' perimeter were included in the service network but could not fill the 'Freight need fulfillment' effect positively, this has been fixed.
  • Health, entertainment, security service buildings, lightning arrester, Store, Gather Camp, Hunter and Water Pump buildings are now set to make the service perimeters of all existing similar buildings visible when they are selected or clicked to be built.
  • The service radius of structures providing Health, Entertainment and Security services has been slightly increased according to their level of development. With the addition of driveways, there has been a natural increase in the surface area needed for the general settlement, in order not to harm the aesthetics of urban planning and not to harm the balance by causing the need to install more service structures than necessary.
  • In parallel with the above reasoning, the service radius of the 'Store' structure, which distributes daily consumer goods and works with similar mechanics, has been slightly increased.
  • In the extremely low health value range, the mortality rate due to disease has been revised and improved so that fewer deaths occur simultaneously. By more realistically spreading out the mass population loss over a period of time, this approach will prevent extreme ups and downs in the game, while maintaining the death/loss approach and not upsetting the balance.
  • A number of improvements have been made to the Ui elements positioned for status reporting in the top locations of structures.
  • For some developments, the requirements and the types of materials they demand, as well as their values, have been slightly modified and adjusted.
  • The feed ring of the Windmill II structure has been expanded. Thus, it was enabled to generate more electricity by feeding from more sources. Compared to the Windmill I structure, the incentive of the transition to this structure in the direction of efficiency has been balanced.
  • ‘Unkept Promisses’ Task revision: The repetition interval of the task, which is activated when the target food ration value is missed for three consecutive days and the community wants to achieve the promised distribution rate, has been revised to be less repetitive.
  • The functions to inactivate/reactivate and hide/unhide traffic lights have been added to the Ui panel of all junction components.
  • The starting materials provided in the new session, which starts from the Cycle V stage with the 'advanced time period' game setting, have been increased.
  • In some cases, it was reported that when a new service structure was built from the existing service structures in the universe, the positive effects caused by the distribution could not be triggered correctly. This has been fixed.
  • Fixed Freight negative effect warning on building’s top Ui not turning off.
  • Fixed Bakery building's top Ui general indicator was positioned too high
  • It was detected that the explosion effect of the 1st level kitchen structure after a lightning strike was not working correctly. Corrected
  • After the railway upgrade was completed, the effect for 'Regional settlements', which applied a negative efficiency effect due to the lack of a railway connection, was removed. Now only the positive effect will work when the railway is built in the region.


Thank you for your kind support and interest.

Hotfix 3 for 'Produce & Deliver'

Greetings, Alpha 24-140.04 update is live.

We continue our improvement and balancing works after the major content update.
In this small improvement update, especially the changes and arrangements that we have shaped according to your feedback;

  • Change: 'Load capacity requirement' has been removed from the 'Water Pump' structure. We have observed that the water pump's request for industrial logistics support at an early stage of the game was pushing the game to a partially unnecessary difficulty. With your request and guidance, we decided that it did not make sense to make water production more difficult in the mid-game phase and exempted this structure from the system.

  • Also, Level II Metalwork and Distillery structures has been removed from the 'Freight capacity' system for the same reasons as in the water pump.

  • In some sessions, we saw that the'Cement' material was positioned to be unlocked in Cycle VIII instead of Cycle V. This has been corrected 'Cement' is available in Cycle V once the 'Production Chains' upgrade is complete and can be produced by Kiln buildings. We apologise to players who have been playing for a bit too long up until now and had to advance their game by unlocking 'Cement' in Cycle VIII.

  • New Effect: Advanced production facilities that you set up far away from your central location have been receiving a negative 'Load capacity' effect applied to Workforce values due to lack of industrial logistics. With this update, in contrast to this effect, your structures that receive service with a high level of transport capacity (production houses located within the service radius of Central or District stations) will now be able to gain up to +10 Workforce with the positive effect called 'Perfect Freight Handling'.

  • As a result of the feedback we received that in some cases the 'blue square' material showing the coverage area of the district freight station and the central station worked problematically and lost its visibility in some places, we made improvements on this part and solved the problem.

  • Some fauna (a shrub and a grass species on the Meadow map) were showing a tendency to glare a little too much when the angle of daylight was too narrow. This has been fixed and readjusted.

  • It was found that some rocks used for aesthetic purposes during the land arrangement phase after building placement or road construction were not fully adapted to the new land form and were corrected.

  • The time sequences that determine the operating intervals of the traffic lights have been extended.

  • Since we have not yet expanded the alchemy production tree and fertilizer production, there is no chance for the player to further develop the farming activities of the Field and Kaleyard structures and adapt to the arid climate.
    For this reason, the 'Water' requirement has been reduced by 40-50% in order not to increase the difficulty of the game.



With these small adjustments, we aim to offer a more enjoyable and highly polished early access experience. Thank you once again for your understanding and support.

We always welcome your feedback.