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Join the Atmocity Discord server!

For those willing to get some inside news on the development on the game, wanting to contribute with feedback or just talk games, the Atmocity channel has been open for a while.

https://discord.gg/[insert the name of the game here]

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New year, new UI!

New year, new UI!


It’s now time for the first devlog of the new year! I’ve taken some time off from devlogging over the holidays (and some time off from dev too!), but from now things are back to normal.

Version 0.46 will go live tomorrow! This version primarily focuses on a much needed UI-overhaul, but there’s also some new stuff to build – like this one track vactrain station:


Obviously, UI work is rather time consuming so there are still a lot of things left to do. So for starters, I’ve cleaned up and revamped the in game UI as seen above. Status indicators have been moved down, as have the buttons to access stuff like city statistics etc. This opens up the entire upper part of the screen.


Building options can now be favorited and stored under one menu (with the heart icon). This still needs a bit more refinement, but should be fairly functional.


A lot of the windows in game still need to be reworked, but have been ported over to the new UI for the time being. One window that has seen some changes is the city statistics window. Now that there is more screen space, I’ve been able to expand the size of the window to allow things to fit in better. This is something I intend to do for all cramped windows (trade and policy windows will be fixed up first).


A new industrial type decoration has been added – a miniature fan.


Overall, mixing decorations and zone sizes can make for some pretty nice looking industrial areas!

Working on the UI, I’ve noticed and fixed a handful of bugs. The new UI also adapts better to different resolutions.

0.45 is live!

0.45 is live!


A new version of the game is now live!

– Roundabouts (mini, small and large) added.
– New decorations added.
– Added control for resetting out of bounds camera when autosaving, saving and loading a city.
– Further work on ground textures done. Most of it is now complete.
– Decoration with warning stripes added.
– Hotels density 3 4×4 added.
– Adjusted entertainment and culture calculations.
– Theme specific reflection probes added. No more blue sky reflections despite red sky.
– Monorail stations and vactrain station that have no connections to other stations no longer produce public transport and density area effects.
– Moved monorail-train deregistration to occur directly when monorail tracks have been registered as changed to avoid ghost trains staying around.
– Blizzard and heatwave disasters don’t randomly occur in retro mode Ruined earth and snow earth.
– Fixed LOD and shadow casters for dirty 3×3 industry. Also fixed import settings on some of the meshes so they are smoothed properly.
– Fixed shadow casters being glitched on a handful of 2×2 residential buildings.
– Fixed upgrade icon getting stuck in building info.
– Fixed cost multiplier not reseting after placing roads.
– Fixed missing destruction hologram on 2×2 density three commercial buildings.
– Fixed missing hologram for decoration bridges.


Texture work is now pretty much completed for the ground textures. Pretty much all seams between stuff like concrete, grass and pathways are fixed.


Roundabouts have been added. Sizes 3×3, 5×5 and 7×7 are currently available. Additional variants will be added later on.
Culture and entertainment area effect calculations have been tweaked to make them a bit easier to max out. This will help hotel growth as well as higher density residential growth.


Monorail and vactrain stations no longer produce area effects if they are not connected to other stations. Makes sense as why would you go to a station if you can’t travel anywhere?


Some new decorations have been added. A type of stair/warf type decoration that has been hinted before. I wanted to add some sort of automation so that pieces figure themselves out when being placed, but there were some combinations that ended up being impossible to automate as they could go several different ways, so I ended up opting for manual placement.


There’s been a lot of work put into underlying UI code in preparation for an overhaul. First thing that will change is allowing specific buildings to be favorited as well as being able to cycle through construction options using mouse wheel. That’ll be in the next version!

More hotels and roundabouts!

More hotels and roundabouts!

Skipped last week’s update due to a heavy work load. But dev has been ongoing!

New hotels (third density of 4×4 size) are finally finished:


Once the last density of 4×4 is ready, tourism will be getting some further tweaks to make it more financially rewarding and more well balanced. Currently getting the necessary inputs is rather pricy, so that needs to be tweaked a bit.


Work on ground textures is almost completely finished. Only some minor tweaks here and there remain, other than that, most things are seamless and nice looking now. 

I’ve also added a few additional road variants – roundabouts!


These are currently available in two variants, but once the UI has been reworked a bit, I will most likely add more and allow players to cycle through different sizes between 3×3-7×7.

Ground shader gets a rework

Ground shader gets a rework

Will be pushing an update to update the footprint/ground shader. Way back, all details on ground textures were done via the diffuse map. This meant that there would be seams between each building’s ground texture. Later on I moved grass over to a kind of alpha mapped world based texture so that there would be no seams between grassy parts of the texture.Now I’ve moved on to the next step and added a 4 world texture per material system allowing stuff like asphalt and cobblestones to be added on a world coordinate basis. This means that additional seams can be removed (between industrial zones for example). There’s still some work remaining in adjusting textures, but overall it’s starting to look quite good. Another added benefit is that it has allowed me to cut all gloss maps, instead adding this information based on the world based textures instead. Effectively cutting out 55+ gloss textures.
This system also allows player customization of building tiles a bit, as seen below. This is still some ways off, but will be added in around february next year.


Most of my dev time last week was taken up by these changes (adjusting 55+ diffuse textures and coding the new shader takes time). In doing this work I also started doing some overall graphical optimizations. One such optimization was to drop the realtime reflection probe. I found these reflections, although “correct” would look subpar since they take time to update – leaving a kind of stuttery look on windows when moving the camera.


Atmospheric scattering was also found to be taking up quite a bit of processing time, and as such the quality of this has been lowered a bit. The scattering effect is fairly sparsely used in the game, so it makes sense to drop the quality.


For some reason, the resolution scaling asset in the main menu was set to 4x, making gpu load very high although very little that is scaled is rendered in the main menu. This has now been fixed!


A side effect of the new ground shader, is that making these textures will become much easier, as will changing existing ones. So I can hopefully ramp up building production a bit as well as spruce up some of the old ground textures.

More industry added

More industry added


Decided to really push forward with 3×3 industry and now all three tiers are finished. Will have these live through an update tomorrow.


Lower tier industry was added in last update, but only the first density. Now all three densities are finished (bar some polish).


The middle tier is also finished, as is the upper tier:


There’s still some additional prop work to be done, but overall they are pretty complete and fully functional.


With the 3×3 industry added, all industrial zones are now complete. I might return to add 4×4 variations in the future, but that will be post full release in that case.

I’ve continued optimizing textures, since there are still quite a few buildings to add and preserving memory is key before adding more stuff in. I’m fairly content with the balance between texture size and quality now. Overall normal maps and gloss textures have more compression and less resolution, while the main texture now has less compression. I find this is a good balance.


Next update around I will have finished the remaining hotel buildings as well as polished up the UI. Hopefully also finishing up on blimps (long overdue)!


Next version is just around the corner! There are some things that I had planned to finish, but that didn’t make it in as a result of shifting priorities – adapting UI to wide screen for example.


One new addition is a type of velodrome type road piece to transition to sideways roads. There’s a similar twisted road piece already (seen below), but I think this one adds additional city customization.


Aside from a couple of roundabouts I’ve been prototyping, I’m pretty much done with all the custom road pieces now. Next up will be adapting some of them to allow trams.

As 1×1 and 2×2 buildings are now all finished, I’ve started working on the 3×3 sized sets, getting industrial buildings out of the way first. As of now, I’ve only finished the first set of first density dirty industry:


There will be three densities of 3×3 industry, with an alternate for each. That means another 16 buildings to go!

This version tweaks most of culture and entertainment output and also adds some minor tweaks to entertainment output as well. Certain decorations will also absorb pollution similarly to parks (makes sense, since some decorations are essentially parks). Decorations have also been added into the budget, so they will start costing money.


I’m gearing up to get the remaining 4×4 hotels done, 6 buildings in total. Hoping these can be done for the next update. I’m also toying around with some ideas for larger (6×6) power plants, starting with a larger solar power plant.

More hotels!

More hotels!


Missed last week’s devlog, since I was moving to a new place. Dev has been a bit sidelined due to this, but is now back on track. Version 0.42 will see the last density of 2×2 hotels, as well as the third 4×4 hotel set. Some of the new hotel buildings pictured below.


Since tourism is now getting fairly well tweaked, a tourism tutorial will also be added – as usual, english version will come first and additional languages will be added later on.


I plan on also getting a first set of 3×3 industry implemented to add more variation to industrial areas. Since remaking the growth system for zones, it’s much easier to add “unfinished” sets, so I can add them in as I go.


UI is starting to need a proper clean up, so that is something that will be started up too. There are also some clarifications that need to be added to certain parts of the UI (like showing off when a building can and can’t grow for example).


I’ve still not finished work on blimps, so that will be seeing more work and hopefully there will be a somewhat functional blimp movement system going in the game.

New hotels!

New hotels!


Almost time again to update the game. This time around, the main focus has been on expanding tourism!


Tourist influx has been tweaked so that the baseline is higher. There will be additional tweaks to this in the upcoming few versions, but I found this is a fairly good level to start on. There should be substantially more tourists entering the city if there are hotels built. Hotel tax revenue is now also higher. Tourism related policies have also been tweaked slightly.


The 2×2 sized second density has also been added. The lower and upper class 4×4 second density hotel buildings have also been added. If there is time, I will also finish up the middle class 4×4 second density building.


I’ve continued tweaking import settings to increase visual fidelity while trying to keep texture size down. Thus far, I’ve primarily focused on gloss maps, as these have had a lot of artifacts on them from compression. I think I’ve now found a good balance to keep windows shiny and nice, while not boosting size too much.


Overall, this (version 0.41) is a fairly compact update that primarily adds new stuff with some additional tweaks and fixes. Moving forward to 0.42, which I estimate will be live on the 9th of november, there will be more stability work done as well as continued work on ideology now that policies have been fixed. I should also get around to finishing up blimp work. The reason for the three week brewing time, is that I will also be moving and setting up a new home office, which will need a few days.

Billboards, more cars and pathfinding.

Billboards, more cars and pathfinding.


Short update this week! Most of the work this past week has been focused on systems work, so que mostly random images!


First of all, the billboard shader has been expanded so that I can animate images. The animations are different types of sweeps from image to black and different types of fade in and swapping images.


While wrapping up the recent changes to the calculation thread, I also got around to adding in exact counts for the number of 1×1 through 4×4 zones in the city.


Vehicle counts have also been increased. More can still be done to fill streets, but since I’ve gotten performance up both in general and in vehicle code, I think this can be increased more fairly soon.
On the subject of vehicles, I’m in the process of reworking aircraft code to implement blimp movement. Currently I’m still working on path finding, since this has been very dodgy for the airfleets that land at the atmoport. This should hopefully be improved in the upcoming version, and can then be used by blimps as well.


Hotel density 2 is underway as well. Tourism will get a lot of tweaks in this version to get it up and running in a more balanced manner.

Version 0.4 – live tomorrow

Version 0.4 – live tomorrow


A new version of the game is just around the corner! In order to optimize dev time, I’ve decided to always update the game on mondays from now on (every second week, unless major changes are being made, in which case it will be every third week). I’ve done this a few times lately, but from now on that will be the rule. 


In 0.4, which launches tomorrow, policies have gotten a much needed addition of proper descriptions of their functions. Currently in english only, but translations will follow. In writing up descriptions, I’ve also taken the time to check the function of each and every policy. I’ve added/removed/twekaed/fixed effects for 16 of the game’s policies. There are a handful remaining to be checked – this will be done for 0.41.


Aeroport (formerly aeronautics station) function is now implemented. Labour is now shared across all networks where there is an aeroport. You’ll still have to provide electricity and water in these areas, but labour being able to be shared means districts can now be built completely separately from each other (on islands, so to speak).
Recently a small wind turbine was added to make it easier to build small neighborhoods separate from others. There’s now also a water tower that can be used in a similar way, but for water supply.


Consumption calculation was extremely slow, so this has now been optimized. Generally, this will not be noticable as this calculation runs on a thread. However, if a city is very large and these calculations would not finish in time for the next time tick, they would be skipped. This would mostly be noticable when running the game on 8x speed.
Overall the entire calculation system has been changed up a lot to accomodate aeroport functionality, but also to improve readibility on my end and to optimize it. Hopefully, these changes don’t produce new bugs!


The wood burner will be in, as well as a bunch of smaller decorations, like the container lots seen next to the warehouse. Two types of parking lots (industrial and commercial) have also been added:


There have also been changes made to how health is calculated, making the number of ill people variable (it used to be static depending on population size). Also, happiness will affect the residential growth condition. This condition used to be that a residence would only grow if it reached 90% efficiency (and was in a dense area…). Now this condition is set to 100% – happiness in the city (from 0-20). So if citizens are very happy, a residence will grow even if local area effects are not fully met. If citizens are very unhappy, then it will be more difficult to grow the city.
Obviously, good health levels etc. improve happiness, so it all goes hand in hand, but policies can be used to push happiness further.


Version 0.4 will be live tomorrow!