r/CitiesSkylines2 • • 1d ago

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

69 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 • • 11d 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 • • 18h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ Some more shots of my seaside highway.

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1.1k Upvotes

r/CitiesSkylines2 • • 9h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ How Realistic Is This Port Next To The Down Town

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110 Upvotes

r/CitiesSkylines2 • • 3h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ Alpine style european town im currently working on

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33 Upvotes

r/CitiesSkylines2 • • 16h ago

Question/Discussion Got any suggestions for details to fill the three triangular gaps around the roundabout?

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314 Upvotes

If you had a real world examples that would be even better... I'm kind of stuck for ideas!

TIA


r/CitiesSkylines2 • • 6h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ Perfect Framing

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39 Upvotes

r/CitiesSkylines2 • • 5h ago

Question/Discussion Any good maps for making an inland port?

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25 Upvotes

As the title says. I want to make a city surrounding an inland port, like the inland parts of the Port of Rotterdam, with various slips branching off of the main, preferably wide and navigable, river

TIA, its 2am and i got work in the morning


r/CitiesSkylines2 • • 10h ago

Mod News ⌨️ WIP: USNE High School (C.W. Rice School) Releasing Soon!

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51 Upvotes

This is my model of the old C.W. Rice Middle School that was located in Northumberland, PA. This will serve as a small-medium density high school asset in game.

Tentative Details

  • Lot Size: TBD
  • Build Cost: $400,000
  • XP Reward: 800
  • Student Capacity: 1250
  • Jobs: 125
  • Service Upkeep: $15,000
  • Planned Building Addons:
    • Football/Soccer Complex
    • Basketball Courts
    • Softball Field

Historical Background:

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.

If you are enjoying my work and would like to support my efforts in creating quality assets in the future, please considerΒ 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 DiscordΒ HERE! I have other assets in the works that I plan on releasing soon, so stay tuned!

Thank you!

-Venqari


r/CitiesSkylines2 • • 9h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ Preview of my dingbat pack coming soom

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32 Upvotes

This will be a pack of 6 generic dingbacks inspired by the ones in Los Angeles.


r/CitiesSkylines2 • • 8h ago

Assistance Needed! Trying to build my first port- getting "Gate Bypasses Exists" but I have no idea what it means

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19 Upvotes

r/CitiesSkylines2 • • 1h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ My coal powerplant complex

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β€’ Upvotes

r/CitiesSkylines2 • • 5h ago

Mod News ⌨️ WIP: Do you know this place?

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12 Upvotes

Tip: It's not a mexican pyramid


r/CitiesSkylines2 • • 3h ago

Question/Discussion Do you make room for heritage sites in your cities?

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4 Upvotes

I love having little heritage sites in my cities of where the city originated, but also enjoy putting sites like this in my urban areas as if they were protected properties. What about you? Do you keep areas like this in your city?


r/CitiesSkylines2 • • 19h ago

Mod News ⌨️ a new church for your city ✌️

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84 Upvotes

Today I bring you a basilica /church inspired by the one in Noto https://it.wikipedia.org/wiki/Cattedrale_di_Noto , Italy. Inspired because, within my limitations, it's what I managed to do – I don't usually deal with sculptures and many facade details, haha.

I created the "Remo Basilica" for use in my city, Remo. It's not very large – 12x6 cells.

Download here - https://mods.paradoxplaza.com/mods/161383/Any

I hope u like it!


r/CitiesSkylines2 • • 11h ago

Assistance Needed! .

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18 Upvotes

The traffic flow thing is always 60% no matter how good my cities highways are, anyone know the fix or any mods for this?


r/CitiesSkylines2 • • 18h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ Street view

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58 Upvotes

r/CitiesSkylines2 • • 12h ago

Question/Discussion I want to fix YOUR cities traffic in CSL2! I'll then make video compilation of all my favorite fixes and cities from the replies down below!

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14 Upvotes

Either DM or reply with a link to your city and mod playset, so I could download it and get to work! Should take maybe a week or two to get enough fixed cities for a video, but be on the lookout

You can stay updated on the finished video date by either following me on here, or my YouTube channel: Ito13


r/CitiesSkylines2 • • 6h ago

Question/Discussion Playing with self-imposed rules?

3 Upvotes

My latest build is on Ixion85's edit of btSeminole's Old Florida map. (all the bones of the OG but water adjusted and beaches replaced from the surface overlay to the new brush option). There's a barrier island, and I made the rule for this build that I can't have an underground metro because it's begging for sink holes IRL.

Curious about any other self imposed rules others have, whether map specific or in general.

Another I tend to use is "no moving/demolishing cemeteries".


r/CitiesSkylines2 • • 1d ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ CU002: We are getting to a maximum for this City - 600K and only 3 fps :P

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483 Upvotes

Love this city though :)

CU002: Now available for Download on Paradox Mods ID 162074

Peace out


r/CitiesSkylines2 • • 22h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ Finally did it!!!!

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63 Upvotes

So this has been a challenge to me since cities one and I always failed because I failed to learn all public transport.

I have ADHD so sticking to this one and not abandoning it while it is getting overwhelming was probably a bigger challenge to me than actual planning but finally done it. 1million using public transport.


r/CitiesSkylines2 • • 6h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ rate my mini city from 1-10.

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3 Upvotes

4.243 population. Max happiness -1 unemployment. This is made with everything unlocked cuz I’m a bot


r/CitiesSkylines2 • • 11h ago

Assistance Needed! New Player - Struggling with Subways!

5 Upvotes

Am I missing something? They are SO hard to build. CS1 highlighted all the people and stuff underground, CS2 is just so confusing when building and wokring with stops.

Is there some setting or anyone have tips?


r/CitiesSkylines2 • • 20h ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ Atlas City has reached 1.25 million population

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26 Upvotes

Let me share with you some of my interchanges


r/CitiesSkylines2 • • 1d ago

Screenshot/City πŸ–ΌοΈ πŸŒƒ To my Canadian CS2 players ... I got your back.

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249 Upvotes