News Liste Synergy

Full Release Out Now!
Synergy
16.04.25 16:54 Community Announcements
Hello everyone,

The moment we’ve all been waiting for has arrived. Synergy v1.0 is finally out now with a 24% launch discount!!!

/!\ Warning: Your current save will not be compatible with this new update, meaning you need to start a new game to play on the 1.0 version.
But don’t worry—if you play on the release_0.5 branch, you’ll still be on version 0.5, so you can finish your current game before switching to 1.0.
To access the release_0.5 branch, follow these steps:
  • Right-click the game in your Steam library.
  • Select "Properties."
  • Go to the "Betas" tab.
  • Choose the release_0.5 branch and update the game.


https://store.steampowered.com/app/1989070/Synergy/

What's in the 1.0 update?



NEW CHALLENGES & ATMOSPHERE ENHANCEMENTS



Dynamic soils

Terrain visuals now adapt to their properties — humidity, temperature and organic matter — creating a more immersive experience. See your actions reflected on the land, from fertile growth to parched devastation as seasons change.



Dry Seasons & water crisis

The dry season hits harder than ever. Lakes dry up entirely, forcing you to rethink your approach to water management. Maintaining canals and securing water sources becomes crucial as the land withers under relentless heat.



Rising temperatures

Temperature is no longer constant throughout the game. It increases as time progresses, with harsher dry seasons testing your city’s resilience. Extreme heat now impacts productivity, slowing down output in exposed buildings. New tools are available to help mitigate these effects, but only if you plan wisely.



The threat of defeat

Synergy now comes with real consequences. If illness, death, or failed events accumulate, your city’s prosperity will collapse. A subtle but persistent indicator in the HUD will warn you when things are heading into critical territory. Fail to turn the situation around, and your journey will come to an end.



WATER MANAGEMENT



Water distribution is now fully automated. Water Towers share a unified inventory, effortlessly collecting and distributing water across your city. No more manual transport, water flows where it’s needed.

A dedicated heatmap ensures your network covers every corner of your city.



EXPLORATION OVERHAUL



The exploration system has been revamped for a more strategic experience. Certain valuable resources are now guaranteed, allowing you to plan your expeditions with greater precision.

Each zone offers a unique reward: tablets, new plant species, tech artifacts, or resource exchange contracts. Completing all three destinations in a zone guarantees the reward.

Expeditions are now true journeys. You can visit multiple destinations on a single trip. Before setting out, carefully choose which food to carry, considering their weight and satiation value, as it will affect both the duration and transport capacity of your expedition. Be cautious, though, as your citizens may suffer injury or even death during exploration.



Resource exchange contracts found during expeditions can now be used at the Trade Outpost, a new building that allows instant trades with other cities or isolated groups, providing a vital tool for adapting to various situations.



RESOURCE MONITORING



We've introduced a highly requested feature that lets you track resource production and consumption in more detail. View produced and consumed amounts, with a breakdown of one-time and ongoing actions, along with trends showing whether production or consumption has been increasing or decreasing over the past 40 days.

We’ve also clarified the sources and uses of each resource, making it easier to manage your city.

Additionally, you can now set production limits to avoid overproduction and waste, as well as consumption limits to ensure you’re prioritizing essential needs, such as citizen vital needs and exploration.



PLANTS IMPROVEMENTS



We’ve simplified plants while enhancing their specific features and aligning them with the new dynamics.

In particular, we’ve strengthened the connection between plants and the dynamic soil visuals, ensuring their needs now directly correspond to the stages of terrain appearance.

The plant UI has been simplified, presenting harvest information in a single, clear entry. Additionally, detailed data on individual plants is now accessible, allowing for more precise management.

To further enrich the planting experience, all known plant species can now be planted directly from the nursery, without exception.



Harvest actions now function as modifiers to the base action, offering a variety of choices when gathering resources. For example:
  • Shearing yields more resources and prevents injuries, but consumes tools.
  • Scattering seeds results in fewer resources but spreads new sprouts.
  • Cooling offers no resources but protects plants from heat and drought.
  • Watering accelerates growth, though it doesn't provide resources.
Additionally, new upgrades to harvest buildings enhance their range and increase the number of tasks they can perform.



NEW CONTENT



New campaign: Gusts of fire

We've introduced a brand new campaign as the core experience, designed for a smoother progression and deeper immersion.

Face a world on the brink across three scenarios, where scorching heatwaves, dying ecosystems, and vanishing lakes push humanity to its limits. Uncover the truth behind the escalating disaster and adapt before it's too late.



Expand your ecosystem with 7 new plant species.



Strengthen your city with 5 new buildings.



DETAILED CHANGELOG



[expand type=details expanded=false]

Main Features



NEW CHALLENGES & ATMOSPHERE ENHANCEMENTS

Dynamic soils:
  • Visuals of each biome (sandy, mossy and rocky) can now change based on terrain properties (humidity, temperature, organic matter) when passing a specific threshold. These thresholds are also used for plant needs, creating visual cues.
  • All maps have been reworked consequently.

Dry seasons and water management:
  • Lakes are dried out during dry seasons: they are visually emptied, pontoons cannot collect water anymore, irrigation pumps stop functioning unless they’re supplied with toxic water.
  • Pontoons collect potable water by default and have an alternative task to collect toxic water.
  • Purification basins need to be placed near water (filled lake or filled canals) to reduce their toxic water cost to 0.
  • A new end game building can collect water from the ground based on their local humidity: the Fungal Sponge.

Rising temperatures:
  • The temperature will increase as time progresses in the game through more & more difficult dry seasons.
  • Most production buildings have their production efficiency affected by the local temperature.
  • Added notifications when a harder dry season appears in the season timeline.
  • The season tooltip has been changed to display the temperature and humidity modifiers of the incoming seasons.
  • New tools are added to reduce heat:[list]
  • A new interaction with plants protects them from heat and drought.
  • A new end game building reduces heat: the Wind Catcher.
[/list]
The threat of defeat:
  • The prosperity score now lights up red when bad events occur: citizen deaths, illnesses, city event failures.
  • If too many negative events have taken place recently, it's game over!


WATER MANAGEMENT

  • Water storage is now shared by the whole city.
  • Water is now absorbed and distributed automatically by water storages to buildings in their range that produce or require water. Water no longer needs to be transported manually.
  • Added a water distribution view.
  • Added feedback on top of building visuals when they’re not linked to the water system.

EXPLORATION OVERHAUL
  • Each exploration region now displays an exceptional reward. Doing all the destinations of a region guarantees the obtention of the reward. These exceptional rewards are: a new plant, a tablet, technological artifacts or an exchange contract.
  • New exploration reward: exchange contracts. These can be found during explorations and allow you to trade resources for other resources. When you obtain a contract during an exploration, it is permanently available in a new building: the Bartering Outpost.
  • It’s now possible to explore several destinations in one journey. After completing each destination, you’ll have to choose whether to continue or return to the city.
  • It’s now possible and required to choose what food to take on an expedition, and how much. Taking more food allows you to explore more, but takes up space in the expedition’s carry capacity.
  • Expeditions can now be launched even if citizens are not currently available. The expedition starts when citizens have joined the building.
  • Resource rewards now have their own “exploration weight” determining with the expedition carry capacity how many resources can be transported.
  • The expedition carry capacity can be increased by the number of citizens in the expedition, and some researches.
  • Exploring a region no longer leads to an event. Only destinations lead to an event.
  • Added a new animation when discovering a new region.
  • Many events have been added and many others have been reworked to better match the new rules.
  • Exploration regions visuals have been improved for a better readability.
  • Improved the feedback of the condition “has access to plant” and its reverse “has not access to plant”.
  • Campaign scenarios now uses a random seed for the exploration map instead of a fixed one.

RESOURCE MONITORING
  • Resource tooltip:[list]
  • Shortened resource descriptions and made them more lore-friendly.
  • Added a section to explain precisely resource multiple obtentions and usages.
  • Added a section showing the resource statistics:
  • [list]
  • Amount currently in the city’s storages.
  • Amount generated over the last 40 days, split between continuous and punctual production.
  • Amount consumed over the last 40 days, split between continuous and punctual consumption.
  • Tendency of continuous production vs continuous consumption over the last 40 days, summarized by a colored arrow.
[/list][*] Added a dedicated panel for resource management:
  • The interface can be accessed through a button in the radial menu in the bottom-left corner of the screen, or by clicking on a resource category, or by clicking on a resource in building panels (such as the production module).
  • It’s possible to set up production and consumption limits for every resource from this panel.
  • When a resource consumption limit is reached, buildings stop requesting this resource, consume their remaining stock and pause until the resource stock is greater than consumption limit. You can still use these resources to build, research and all direct actions. Citizens can still eat food and drink water under the resource consumption limit.
  • When a resource production limit is reached, buildings stop producing this resource and pause until the resource stock is lower than the production limit.
  • Added feedback for buildings whose activities are interrupted by production or consumption limits[/list]

  • PLANTS IMPROVEMENTS

    • Plants now display only one harvest action instead of several. This represents the default harvest action consequence. Other harvest actions act as a modifier to this consequence. For example, the Shearing action gives 50% more resources but costs tools to be performed. Another example: Notching action gives Resin instead of the resource shown.
    • Plants can always have specific resources for a specific harvesting action, and this information is given by surface analysis.
    • Plants can now be interacted only by one harvest building, which is displayed in the plant panel.
    • Plants analysis have been reworked to be more in line with the lore. A single textual result is given for surface analysis, which makes for more interesting reading.
    • All harvest actions have been reworked consequently:[list]
    • Pickers’ Cabin :[list]
    • Picking : Basic action. Provides 100% of the resources displayed in the plant’s interface.
    • Seeding: Converts resources gained into Seeds. 50% of the amount displayed.
    • Shearing: Provides 150% of displayed resources and reduces wounded and intoxicated chances by 50%. For example, a 40% base chance is reduced to 0%, not 20% ! Use Tools.
    • Seed Scattering: Provides 50% of displayed resources. Chance of spawning a new sprout nearby. Use Rotten Resources.
    • Cooling: Does not provide any resources. Grants heat resistance and drought resistance for 12 days. Use Toxic Water.
    [*] Arborists’ Workshop:
    • Pruning: Basic action. Provides 100% of the resources displayed in the plant’s interface.
    • Notching: Converts the displayed resources into a gain of Resin. 50% of the amount displayed.
    • Shearing: Provides 150% of displayed resources and reduces injury and intoxication by 50%. Use Tools.
    • Cooling: Does not provide any resources. Grants heat resistance and drought resistance for 12 days. Use Toxic Water.
    • Watering: Does not provide any resources. Chance of evolving the specimen to the next stage. Use Toxic Water.
    [/list]
    • Agricultural Farm:[list]
    • Reaping: Basic action. Provides 100% of the resources displayed in the plant’s interface.
    • Uprooting: Provides 250% of displayed resources. The specimen reverts to Young Sprout status. Use Clean Water.
    • Cooling: Does not provide any resources. Grants heat resistance and drought resistance for 12 days.
    • Watering: Does not provide any resources. Chance of evolving the specimen to the next stage.
    [/list] [/list]
    • All plants can now be planted in the plant nursery and their costs have been adjusted.
    • Plant panel now shows the contextual information of the plant. For example, if a plant gives 12 Bark by default but the plant health reduces the amount of resources obtained, it displays 8 instead of 12. Default values can be accessed via a toggle in the plant panel.
    • Plant spreads will now be much more reliable even in crowded locations.
    • Harmonized plants growth duration, and reduced growth duration from planted to intermediate state.
    • All invasive spreads will now behave more aggressively: after having affected a plant, they will continue to move towards other plants.
    • Plantation mode feedback has been improved: now display valid and invalid cells, and the plant range.
    • All plants have been reworked.
    • 7 new plants have been added.
    • Plants presence on maps have been changed and maps terrain have been changed.
    • Added a wind mask to many plants, allowing them to wave in the wind.
    • Added a depth texture to many plants, improving their shadow visual.


    Research tree:

    • Several researches have been moved in the tree, and new researches have been added:[list]
    • Added research giving a bonus to expedition’s carry capacity.
    • Added research unlocking the new buildings.
    • Added research unlocking the new harvest tasks.
    • Added research increasing harvest building range and number of tasks.
    • Added research increasing the Fertilizer and Mineral enhancer ranges.
    • Added research increasing the temperature resistance of production buildings.
    [*] Most researches costs have been adjusted.
  • Tablet researches have been changed.
  • Research Center research is now pinned at start in all scenarios.[/list]

  • Districts:

    • Added a feedback on top of houses that don't belong to a district.
    • Display contribution score of buildings and plants belonging to a district when its square is selected.
    • Display a preview of the score changed in extension placement mode.
    • Display potential contribution score of all buildings and plants during extension placement mode.
    • Replaced the Tea bar, Canteen and Kitchen category by a Picker’s Cabin, Arborist workshop and Agricultural farm category in the scoring of the Sand Furrow district.
    • Increase district extension area size (from 15x15 to 19x19)
    • Reduce district first extension costs, and change the costs of intermediate extensions to be more accessible.
    • Inverting increase research point stock threshold bonus from monument and observatory district with knowledge and culture threshold bonus from greenpark and display district

    Tutorial:
    • Adjusted the tutorial according to the new features.
    • Added dedicated sections in the tutorial interface, accessed through the “?” button in the top right corner of the screen.

    Other Changes

      Content:
      [list]
    • 1 new campaign with 3 scenarios.
    • 5 new Buildings.
    • 2 new Resources : Spice & Yeast[list]
    • Spice is used in Complete meals and Yeast is used in Bread.
    [*] 7 new plants.
  • 15 new exploration events.[/list][/list]
    • Balancing: [list]
    • Citizens will now eat the food that replenishes their hunger the most in priority.
    • Increase some late game resources craft speeds.
    • Reduce healing duration and remove cost from weakened serious.
    • City event social and culture+knowledge can appear for the first time 20 days later.
    • Resources:[list]
    • Mushrooms:[list]
    • The Kitchen no longer spawn mushrooms.
    • The Decomposer now spawn mushrooms at a very high rate. Pro tip: these mushrooms can be harvested automatically with the Arborist workshop default task.
    [*] Soft fibers:
    • The Cutting station no longer crafts soft fibers.
    • The Weaver workshop now crafts soft fibers. It has been moved in the early game section and its costs adjusted.
    [*] Paper and scrolls:
    • The Weaver workshop no longer crafts paper and scrolls.
    • A new building now crafts paper and scrolls: the Paper mill.
    [*] Complete meals:
    • A new resource is required to prepare complete meals : the Spices.
    • Spices can be obtained from the Autonomous garden with Ashy kernels, Resin and Seeds.
    [*] Breads:
    • A new resource is required to prepare breads : the Yeast.
    • Yeast can be obtained from the Autonomous garden with Ashy kernels and Mushrooms.
    [*] Ashy kernels:
    • Now only used in Spices and Yeast.
    [*] Planks and Bricks:
    • Planks are now used from Early game (upper circle of the Research screen) and Bricks are used from Mid game (right circle of the Research screen). All usages have been adjusted accordingly.
    [/list]
  • Buildings:

    • Most building constructions are now faster to build, and rebuild!
    • Most building constructions require less workers, which saves on transportation costs.
    • All decorations are now free.
    • Use a fixed cost for the sandglider garage consumption
    • Pharma Lab:[list]
    • Infirmary and PharmaLab are now unlocked together
    • Pharma lab has no longer an additional research for medicine + all base craft are easier AND faster.
    • Reduce build cost.
    [*] Cutting station is now unlocked by default in all scenarios
  • Increase output capacity of production and harvest buildings to 100 units.
  • Canteens and tea bars now apply their bonuses even when they're not active.
  • Allow to assign 5 citizens in the Autonomous garden (up from 4).
  • Allow to assign 5 citizens in the Foundry (up from 3).
  • Maps & quests:
  • All plants' presence on maps have been changed according to the new resources they give.
  • All temperature, humidity, organic matter and minerals have been changed to correspond to work well with the new Dynamic soil feature, plant needs, and temperature thresholds in buildings. They have been made more readable.
  • Lakes now apply the “water point” modifier on their shores, over a distance of 6 cells.
    • As a comparison, canals apply the “water point” modifier in a rectangular range of 10 cells.
    • As a reminder, the “water point” modifier increases humidity by 30%, reduces temperature by 15°S and increases wellbeing by 5.
    [*] Adjusted rocky amalgam spawners rates.
  • Biome now have a clearer specificity:
    • Sandy biome is -10 humidity.
    • Mossy biome is +3 organic matter.
    • Rocky biome is +5 mineral.
    [*] Adjust scores for medals
  • Adjust all starting stocks.
  • Adjusted the old campaign to better fit with the new features and progression. It is recommended to play the new campaign, which offers a better experience.[/list][/list][/list]
    • Feedback & Interface: [list]
    • Show satisfaction sources when selecting a housing.
    • Added 2 new tabs in the Book of Knowledges:
    • [list]
    • The Districts tab
    • The Biomes tab
    [*] Replaced the production recipe dropdown menu by a popup menu, which allows to display important informations that were lacking:
    • Previewing precise costs of recipe, before switching.
    • Recipes durations.
    • New recipes.
    [*] Shadow bonuses will now be displayed directly, and shadow is displayed as a modifier name. The shadow icon has been added in related texts for easier linking.
  • Added a shortcut to open and close the list of advanced views. It is rebindable in the options.
  • Terrain and satisfaction view doesn’t display a value on lakes anymore.
  • The way the best score is saved has been made clearer: “The score is saved when the objective is reached, and can improve until the Cycle 40.” Victory popup is now displayed again after 40 cycles when the time limit is reached, if the Quest has been already completed.
  • A checkbox in the Cellar can now disable its food distribution.
  • Added new illustrations for city events.
  • Differentiate recommended and mandatory cells during placement phase. For example, pontoons display mandatory cells, while houses display recommended cells.
  • Irrigation pumps now show preview cells in both directions (instead of only for the current direction).
  • Pontoons now show previous cells only where they can be placed.
  • Changed the visual of the button used to close the research screen, exploration screen and book of knowledge screen.
  • Added an icon for dead state of plants.
  • Added loading tips.
  • Clicking anywhere in the loading screen will now display the next tips.
  • Added "Recommended" tag on relevant campaign cards in the main menu.
  • Added people in the credits.[/list][/list]
    • Bug Fixes: [list]
    • Season timeline is now tied to difficulty instead of scenario, which allow for a different timeline for harmony mode.
    • Consuming a resource no longer refills the hunger or thirst gauge to 0 before adding the resource satiation value to the gauge.
    • Fixes on harvest module flow:
    • [list]
    • Fixes when first harvest slot is empty and others are filled with tasks
    • Fixes on next task selection when finishing a task
    • Fixes on feedback with missing resources for tasks with a cost
    [*] Adjusted pathfinding penalties. Citizens should now be more likely to travel on roads.
  • Fixed a bug where the Collect buttons of the action menu could stay in the unfolded state.
  • Fixed a bug where citizens were ignoring priorities on worksites when deciding where to bring resources.
  • Fixed a bug where it was impossible to use the keyboard to move the camera in the Research screen and the Exploration map when the mouse was over some UI elements.
  • Fixed housing or terrain modifier construction tooltip not showing when moving out of occupied cell.
  • Fixed kitchen not receiving the bonus of the Canteen when in its range in some cases.
  • Fixed varying range modules asking for science or legacy points not starting when gaining points.
  • Fixed a bug where notifications would be wrongly displayed on reload.
  • Moved fixed events in “Return from Infinity” that were partly concealed by a mountain prop.
  • Fixed a bug where the victory popup would wrongly show an unlocked medal, and other score mistakes
  • Fixed a bug when destroying or moving a Garage that could break the display of houses that were in its range
  • Fixed infinite loading when loading a game or going back to main menu during a season change
  • Research graph now cannot be controlled when a popup is visible
  • Fixed city event fail to not remove citizens in expedition.
  • Tried to improve dialog bubble.
  • Drag & drop no longer deselects in research and exploration screens.
  • Fixed transition from move building to several states not disabling district borders.
  • Fixed an error on dropped resources feedback when going back to main menu.
  • Scenario score is now correctly updated if it is improved after the initial victory (within the scenario time limit).
  • Added “missing workers” feedback on plant nursery.
  • Fixed a bug where citizens would never reach their destination after a reload, causing various bugs.
  • Fixed invisible satisfaction gauges in the top of the screen when the game is in japanese.
  • Removed empty tooltip with error text when hovering the type text of a collectable prop.
  • Visual fixes:
    • Fixed outline glitches
    • Fixed foundry not using outline mask
    • Fixed a bug where research titles on the selected research panel could be hidden by the panel's close button
    • Fixed citizens warning being on top of various interfaces
    • Various UI corrections
    [/list][/list]
    • Performance & Optimizations: [list]
    • Tweaked some settings on pathfinding which should slightly improve CPU usage.
    • City resource categories refresh, pinned researches list
    • Optimizations on houses satisfaction score update
    • Optimization on feedback worldspace showing or hiding
    • Performance optimizations on inventories resource need or remove requests
    • Visuals:[list]
    • Lots of optimisation, mainly focused on atlasing and changing textures settings.
    • optimized destruction effect rendering.
    • Lots of optimisation on outline masks.
    [/list][/list]
    • Other Changes: [list]
    • In sandbox mode, the exploration map is now randomly chosen between all the existing ones.
    • Added 2 new zoom levels: one closer and one further away.
    • Satiety and Hydration changes: Each citizen consumes 1 Satiety and 1 Hydration per day for clarity. When a resource states that it restores 12 Satiety, it means the citizen won’t have to eat for 12 days. There is no exception since the Satiety and Hydration gauge has no maximum.
    [/list]
    • Sounds & Music:[list]
    • New ambient system: when the camera is near a building, you can now hear specific ambiance related to the building depending on the current activity.
    • [list]
    • “Neutral activity” : Rustic Tente, Stone Houses, Long Houses
    • “Playful activity”: Canteen, Tea Bar, Kitchen
    • “Heavy Work activity”: Carpentry, Forge, Foundry, Sandglider Garage, Sand Extractor, Factory
    • “Light Work activity”: Art Gallery, Hall of Wise, Library, Spheric Forum, Auditorium, Cold Bathhouse, Science Exhibition, Embassy
    • “School activity”: School
    • “Market activity”: Display Square, Bartering Outpost
    • “Normal/Walk activity”: Founders Square, Green Park Square, Observatory Square, Monument Square, Fountain Square, Sandfurrow Square, Scent Garden
    • “Minning activity”: Arranged Cave
    • “Aquatic activity”: Pontoon
    • “Worksite activity” during construction
    [*] The music will now slightly change when the player is close to the defeat.
  • The music will now vary based on the player's progression during the game.
  • Added sound effects on new gameplay elements and some existing ones that lacked them.[/list][/list][/expand]

  • Synergy has been in Early Access since May 2024, and since then, the team at Leikir Studio (shout-out to them!!) has taken your feedback into account to deliver the most polished game possible.
    It’s been quite a journey from the reveal trailer at the PC Gaming Show in 2022 to this 1.0 release.
    To date, the game has gathered over 250,000 wishlists, and the overall sentiment is very positive.
    We couldn’t thank you enough for your engagement.
    We truly hope you’ll love the full version of Synergy!

    Play now:



    https://store.steampowered.com/app/1989070/Synergy/
    Logo for Synergy
    Release:16.04.2025 Genre: Simulation Entwickler: Leikir Studio Vertrieb: Goblinz Publishing Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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