News Liste Synergy

v1.1 Update Out Now!
Synergy
10.07.25 15:18 Community Announcements

Hi everyone! Update 1.1 is here, featuring Hard Mode and other requested features!

We hope you enjoy this final major update and can’t wait to hear your feedback!

[dynamiclink href="https://store.steampowered.com/app/1989070/Synergy/"][/dynamiclink]

New difficulty Mode: Hard mode named Resilience Mode

[img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeIagGXoeX4lH8TcEGX3NYkztA3yDaL5td60tfPfke72ky2zsOV_WOsoz-qXiRGCdIRjslU_fEMn9eNw0TL-HMh2IPPlhubK09R5QOPgB9bM8GNB27ytcGRUOVAjrD-OhQRSQN2fg?key=5jAu9hGhJDsYo6tBUAlEkA"][/img]

  • +10 temperature on whole map in hard mode

  • Plants die faster in Resilience mode (slower in Harmony mode)

  • Plants give less ressources in Resilience Mode and more in Harmony mode

  • Removed random chance to not consume food or water satiety for citizen in easier, now quantity of resources consumed depends on difficulty mode

  • Refresh city score when changing difficulty

  • Adding modifiers depending on difficulty for community services (satisfaction buildings with varyingRangeModifiers module)

    [list]
  • -20% asked resources on Harmony mode

  • +20% asked resources on Resilience mode

[/*][*]

Adding upkeep modifiers depending on difficulty for soil modifying buildings (Fertilizer, Mineral Enhancer, Irrigation Pump)

  • -20% on Harmony mode

  • +20% on Resilience mode

[/*][/list]

New freemode map named Orphan Peak

[img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXekIfxsjxISlcrTFTm7Uk84ONq0Legkm9LU6d4oujrTnW5YLGulIDC0zvuCwo4YkXR6DwjTmTzybcIsZUZijRBgU7CKVapzYXS3T9Sm4r-ofAtj9hAEdOwB60VqI6MSzQDguMpIRA?key=5jAu9hGhJDsYo6tBUAlEkA"][/img]

  • Also added freemode version of the 3 Gust of Fire maps (Last Springs, Taking Root and Devastation)

New City Events

[img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd-gJGO9zIl8YZpQd2Yg9Cix0gtlH2ykIWDoQw25c23QkHX2VpTxtsKztJUezk7Gi5uEM1cx6_QjK6hPrw_7XywW-jtOaoVR7axo5-blyJemkLZj_ITvHLsC86trNTcq9HKSlOQDg?key=5jAu9hGhJDsYo6tBUAlEkA"][/img]

  • 9 news city events :

    [list]
  • Down by the River

  • Malnourished

  • Get Cooking!

  • Split

  • Decentralizing

  • Research Proposals

  • Sharing is Caring

  • Motivation

  • Gathering of the Sages

[/*][*]

Satisfaction events’ system adjusted to prevent starting a new event just after completing one

[/*][/list]

Input Inventory Management

[img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfmRXjOLugksZ1YWbwGWNANM9QIR-eq9OPnzwslmH26ZV2kA6fsDzQCV0lOcRrDCV_1BankUaoYooArSj31N3mkNInaJymH2YtM90ZSp5Yp7ykEECCC1qQ2kucgtNFnHLnbWACjBg?key=5jAu9hGhJDsYo6tBUAlEkA"][/img]

  • New option to change input inventories’ capacity for production modules

New Icons and Tooltips in Objectives

[img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdFJf2NWX8FvH5RyuG052XnDCKrjyP4dAp3L42TNASZde4d2AllMaulikqHdMUhJTXYV9Gb-jiNjQPvgFCjXs5JqtqqltSEVerlAszie9FHR_2aF1C3O4phffBDHIbvErQ31k4mZA?key=5jAu9hGhJDsYo6tBUAlEkA"][/img]

  • Clicking on an objective that asks to unlock a research opens the research screen with it selected

  • Add Icons in quest objectives for the following items:

  • Needed resources now have their affiliated icon before the resource’s name (material and immaterial)

  • Tablet now have a tablet icon before the “Tablet” word

  • Satisfaction threshold have the related satisfaction icon before the satisfaction names

  • Orders (harvest and analysis) now have the related icon before the order’s name

  • Needed research now have a generalist research icon before the research’s name

Balancing

  • Added a reward to the completing of Step 01 in the Anchorage 01 (Merciless Skies)

    [list]
  • +4 adults & +3 child

[/*][*]

Reduced temperature needed for Volcanic Tree to not poison on harvest from 100° to 90°

[/*][*]

Changed the Volcanic Tree temperature condition to not poison on harvest so it cancels the sickness application even if only one cell is 90° or above

[/*][*]

Removed a citizen reward that was doubled in two exploration event related to the "Warning" step of scenario Merciless Skies of the Anchorage campaign

[/*][*]

Increased range of the Carpet building from “5x5x5x5” to “6x6x6x6” to match with the Table building range

[/*][*]

Modified Construction cost of the ArtWorkshop and the MusicWorkshop to replace bricks by composite

  • Art Workshop from “30 Brick” to “20 Composite”

  • Music Workshop from “50 Brick” to “30 Composite”

[/*][*]

The citizen reward in exploration is now based on game time progression

[/*][*]

Added a recipe allowing production of Boreal Rock in the Sand Factory

  • “5 Protection” + “20 Water” give “80 Boreal Rock”

  • Also add an alternative recipe with Toxic Water instead of Clean Water (unlockable with the “Green Water” research)

[/*][*]

Changed spread of Cotton Sprout and Water Gourd

  • Reduced Cotton Sprout max cluster size

  • Cotton Sprout spread time increased from 10 to 15 days

  • Water Gourd apparition time increased from 20 to 25 days

[/*][*]

Modified scenario Merciless Skies of the Anchorage campaign so there is more spot to place Irrigation Pump near spawn

[/*][*]

Modified scenario Beacon in the Sand of the Anchorage campaign

  • Reduced Salt Drop Trees and Diluvian Bush cluster size

  • Moved some Water Gourd cluster near the Rocky Fig to protect them during the first dry season

[/*][*]

Sand Extractor now have an efficiency modifier depending on mineral terrain property (the more mineral the more efficient the building is)

[/*][*]

Sand Extractor also reducing mineral in is range by 6 (excluding core cell)

[/*][*]

Removed the placement quantity limitation for the Sand Extractor (was previously capped at 3 buildings on the map)

[/*][*]

Increased production time of the sand recipe in Sand Extractor to match with the new bonus depending on mineral level from “20 days” to “25 days”

[/*][*]

Improved the satisfaction to reach in the tutorial to make it clearer about satisfactions threshold, satisfaction bonus tiers and satisfactions tags

[/*][*]

Modification to support map start :

  • added 3 Child to every map at the start

  • balanced starting stocks resources to fit properly (on all difficulties) : +5 Bark, +20 Clean Water, +20 Sour Pods & +20 Vegetables

[/*][*]

New states added to Bamboo Flute, Cotton Sprouts & Lava Bulbs

[/*][*]

The modifier tooltip of “Water Need” depending of soil properties is now responsive to terrain properties chosen for the building

  • Adding a "TextColor" field on the TerrainProperty class

[/*][/list]

Added player thanks to credits

For those who actively contribute during Synergy's Early Access — through the demo, bug reports, suggestions, answering other players and/or sharing advice — we thank you directly in the game credits.

Interface & Feedback

  • Placing a building will now display its entry point to help place a building correctly

  • Added access to the Book of Knowledge from the resource monitoring panel, that filters automatically on the selected resource

  • Added warning icon and tooltip text when a plant is dying in its UI

  • Dead plant only display its health state if it can revive in plant panel

  • Added precision in tooltip for varying range modifier module where resources used depends on housing modules in range

  • Each tooltip of each satisfaction of a housing now displays all the bonuses applied to it and which buildings are participating

  • Rectangle ranges are now shown as "width x length"

  • Exploration zone pins now display a quest icon if an objective is asking the player to explore it

  • Sort resource trades by result in Bartering Outpost

  • Splitted toxic plant condition in multiple condition for better feedback

  • Added animation when a resource trade is performed

  • Added new feedback on production buildings indicating when its production is stopped because of the weather

  • Adjustment on analysis tooltip’s text for some plants that were referring to specific soil property thresholds. tooltips now specify more precisely the cornered threshold value

  • Modifying text display on world space feedback for production building that are stopped during dry season

  • New description in the tooltip of spheric forum and experimental labs to explain that they increase the citizen capacity of the Hall of wise and the Research center respectively

Bugfix

  • Fixed a bug where plant were not dying when being sick during a long time

  • Fixed a bug where sage lung needs conditions being sometimes checked in plant panel while not active

    [list]
  • Sage Lung texts changed + Value Type set to High for needs (still not enough to fix all issues)

[/*][*]

Fixed a bug where plants would spawn dead

[/*][*]

Fixed a bug where road on irrigation canal destruction only giving back one boreal rock

  • It is now not possible to select road or canal worksite

[/*][*]

Fixed heatmap legend of house satisfactions (previously range from 0 to 30 instead of 0% to 100%)

[/*][*]

Fixed research unlock description for harvest task

[/*][*]

Fixed negative temperature in houses or production building when temperature resistance exceeds exterior temperature

[/*][*]

Fixed a bug where building with 4 orientations stay at the same orientation when moving it 

[/*][*]

Fixed dropped resources hover info and feedbacks order

[/*][*]

Fixed hover sometimes not showing resource name

[/*][*]

Fixed a bug where it was not possible to zoom or click behind order pins

[/*][*]

Fixed a bug where the heatmap of plantation mode was not correctly take into account invasive plants conditions to display 0% satisfaction

[/*][*]

The tooltips are now hidden when moving camera

[/*][*]

Fixed start button text replaced by “continue” before showing loading screen when starting a new game from main menu

[/*][*]

Fixed texts with white squares on tooltips in smaller ui scale values

[/*][*]

Fixed a bug where the mouse cursor could stay in “move mode” in the main menu

[/*][*]

Citizens will now go heal in closest available infirmary instead of first built one

[/*][*]

Fixed plants in wrong state when loading a game while being in a paused game

[/*][*]

Various fixes on roads and canals placement :

  • Fixed roads on canals conditions to prevent misplaced road on canal in front of a pump

  • Allow to build road on canal right next to a pump

  • Fixed invalid tiles when placing roads or canals

[/*][*]

Fixed main menu background size for certain resolutions

[/*][*]

Fixed camera snap when moving camera with keys while mouse button is pressed

[/*][*]

Fixed "have 6 maxed districts" achievement activating with founders place

[/*][*]

Fixed some cases where research module selected panel had misplaced bar cursor

[/*][*]

Fixed plant tooltip tags text when it needs two lines

[/*][*]

Fixed unable to correctly use saves when game folder is read only

[/*][*]

Fixed district upgrade button’s text appearing on two lines in japanese

[/*][*]

Fixed housing feedbacks appearing too early during the tutorial, before citizens were able to live in houses

[/*][*]

Adapting the tooltip for soil property dependent production modifier. Now gets correctly fed with the progression value depending on the property and the property unit symbol.

[/*][*]

Fixed Cactus Shrub not showing conditional resources on shell order

[/*][*]

Fixed city event consequence to lose or gain citizens not correctly displayed

[/*][*]

Preventing expedition to being wiped when a quest destination has been crossed in exploration to avoid behind block in an objective

[/*][*]

Deleting macro save won't delete all autosaves anymore

[/*][*]

Fixed citizen shadowing on sand factory

[/*][*]

Fixed graphical issues on hall of wise

[/*][*]

Fixed Spiketree outline

[/*][*]

Slightly adjusted highlight effect on elements while canceling an order to match the highlight color while painting an order

[/*][*]

Fixed a bug where it was not possible to build roads on environment decorations props

[/*][*]

Fixed a bug where the ranges were wrongly flipped if a range bonus was activated (with a district bonus for example)

[/*][/list]

Optim

  • Cleaning and optimising (reduce unused textures, clean highlight, optimize shaders, …) on buildings (Mineral Enhancer, Greenhouse, Cooling Machine & Foundry)

Visuals

  • Trees new sprites added

    [list]
  • Sunshade tree 

  • Hatted tree

  • Bunch tree

  • Spike tree 

[/*][*]

Improved shadow on various plants

[/*][/list]

Other Changes

  • Disabled incompatible option "limit mouse in game area" on MacOS

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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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