

Cities: Skylines II
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

















01About Cities: Skylines II
Build a city from the ground up, laying roads and infrastructure while guiding districts, industry, and the budget. Its simulation connects citizens' needs with economic choices and changing environmental conditions, making planning and adaptation central to shaping a growing metropolis. Steam players rate it 57%% positive across 63,921 reviews. Release date: October 24, 2023. Supported interface languages: Simplified Chinese, Traditional Chinese, English, French, Italian, German, Japanese, Korean, Polish, Russian, Portuguese-Brazil, and Spanish.
Credits
Lowest recorded in 36 months
$25.892026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| Traditional Chinese | Yes | — | — |
| English | Yes | — | — |
Show 9 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | — | — |
| Italian | Yes | — | — |
| German | Yes | — | — |
| Japanese | Yes | — | — |
| Korean | Yes | — | — |
| Polish | Yes | — | — |
| Russian | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Spanish | Yes | — | — |
Steam PC edition data · 2026-10-11
02Before you buy
Play and control
The Steam PC version supports single-player and full controller support.
Interface languages
Listed interface languages include English, German, French, Italian, Japanese, Polish, Portuguese, and both Chinese variants.
03Frequently asked questions
What do you do in the game?
Design roads and infrastructure, guide district growth, and manage the city's economy and budget.
Can I play solo?
Yes. Single-player is listed for the Steam PC version.
What affects the city?
Your city faces changing weather, seasons, pollution, and other environmental challenges.
“A living mega-city simulation with a genuinely deep core, but a catastrophic launch and thinner-than-the-original content keep its ambition from landing on day one.”
Our Verdict
A game that badly wants to become a better game
Is Cities: Skylines II worth dozens of hours? Yes. But that yes carries a condition you must accept going in: this is a game that desperately wants to become a better game, not one buffed to a smooth shine in every part. OpenCritic's 75.3 average and 52.6% recommendation, Steam's 55% "Mixed" — those numbers already tell you the reception is split, and the split comes straight from the gap between its ambition and its finish.
The pull is clear: larger maps, deeper city systems, a long-term stewardship space that runs from small town to mega-city. That sense of growth is solid and durable; the city keeps forcing you to catch up, you keep handing yourself new tasks, and the loop is genuinely addictive. The real way to judge it is to separate potential from present. By potential, it is nearly the blueprint for the next decade of the genre: a breathing population model, a traffic system with visible cause and effect, a mod ecosystem that keeps growing. By present, it did not cash that potential in at launch — the technical state and content depth both fell short of the ambition. A fair review has to hold both: neither dismissing the direction for being rough, nor excusing the launch because the direction is right. It is flawed good material, not a finished good work.
Who should buy, who should wait, and whether the original wins
So who should buy in now? Split the answer. If you already love interlocking systems, treat city-building as a creative tool, and can tolerate some unfinished edges, it is worth it — its systemic depth and simulation ambition sit at the top of the genre, offering not light entertainment but the satisfying friction of inheriting a city that throws tantrums of its own. If instead you prize smoothness, stability, and low fuss, and want city-building as after-work decompression, wait. Stutter, clipping lots, and the tedium of stacked systems will all reach out and tug you exactly when you are most invested — like driving a powerful car whose tuning isn't done: glorious on the straights, clearly unfinished the moment you hit a corner. And if you are the waiting type, you lose nothing by holding off; this is the rare game that gets cheaper in completeness over time, where later arrivals inherit every pothole earlier players paved flat.
Which brings the unavoidable question: will the original outlast it? Its most direct rival is its own predecessor. In systemic depth, urban scale, and simulation grain, the sequel clearly surpasses that long-evergreen classic; in launch polish, content thickness, and Workshop ecosystem, the original — riding years of accumulation — is the steadier, rounder package. That is this game's most awkward and honest position: using a better direction to fight a more complete predecessor. But time is on the sequel's side. The Economy 2.0 rework, the steady performance patches, the ecosystem of nearly 7,900 mods — all of it says the game is improving at a pace you can watch. A sequel owns one thing the original cannot: a higher ceiling. My verdict is plain — a game whose foundation and direction both deserve respect, but one you should play with patience. It hasn't set every brick straight yet, but it is laying its wall in the right direction, and for a city-builder, "still growing" is itself in perfect harmony with the core joy on offer.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
There's two directions I can take this review. One is "I recommend, but ..." and the other is "I don't recommend, however ...", and they're both probably going to say the same things. Strap in, and grab a cup of hot chocolate, daddy's gonna tell stories again: If I compare my experience playing the first game on release to this one on release, this one is much, much better. But how? The original Cities: Skylines was a relief from the crushed dreams of SimCity fans. It came in as the rightful conqueror of the city building genre, and built a huge community of gamers, designers and modders that have influenced the growth of the game since. It refined the SimCity style beyond expectations, it broke the gridded city building style, it introduced gamers to urban design and planning ideas that they have never thought of before, and a whole sub-genre of urbanist YouTubers rose up from this. However, when you compare the two vanilla games, without the mods and DLC and hundred of YouTube content creators, the first game is great, but a bit empty. It didn't start with a day-night cycle, that was added in After Dark. It didn't start with many of the best transit options, they came in later DLCs. Inland water treatment plants didn't exist until 2020 with Sunset Harbor. Cities: Skylines 2 starts with everything that the base game should have. It doesn't only have a day-night cycle, it has seasons. It doesn't just have different zoning densities, it has mixed use zones. You don't just place down industry building and print money, the game has a diversified economy, hearkening back to SimCity2000 when you could individually manage tax rates for different industries, but here you can do that to the entire economy. You can encourage and develop an economy based on retail and services, or primary industries, or manufacturing of any kind. You don't just have buses, trains and planes, you have the option to use taxis, buses, trains, trams, subway metros, planes and boats to transport your people and cargo outside cars and trucks. To build the city you don't just lay down roads, you can plan curves and bends and intersections using the various feedback that it gives you, create clean interchanges and intersections, and use a variety of tools to limit turns and eliminate traffic conflicts. You can even obverse traffic accidents affect your roads and disasters affect the city, pollution affecting the environment and a myriad other things that you didn't even think of when the original was released in 2015. Compared to that, yeah, no questions. So why is everyone saying "Yes, but ..."? I won't repeat it in detail, you've already read the other reviews. Basically, expectations for the game's performance and delivery were misaligned between the developers, the publishers and the consumers. Performance issues were a huge problem right off the bat because most people do not have systems that meet the requirements of the game, but the developers have been tasked with making the game suitable for console. Misaligned expectations. The game's economic system was too opaque to clearly understand what was going on, to the point that unsubstantiated rumours began spreading that the economy was fake (it's not). Feedback to the user was not adequate to completely understand what was going on, and many players assumed things were bugs when they were not. Misaligned expectations. However, the performance issues and opaque UI feedback aside, none of this was helped by the myriad of bugs that have since seen six major patches to clean up, with more work to come out after the Christmas holidays. Finally, to nail the point home about misaligned expectations: content. I came in to the original game in March 2015, right on release. I was with it the whole way through. I was there when the beacons were lit and Gondor called for aid. I didn't even bother using mods until 2019, because that's when they were interesting and mature enough to really make a difference in the game. By the time the Great Plague of 2020 hit, the original was primed to receive huge interest in the game. Content on the workshop exploded. YouTubers exploded. Everything exploded. It was wild! So when, in early 2023, the new game was announced, a host of gamers came in with huge content expectations and none of the context. YouTubers speculated on the most insane speculations, people were having meltdowns about the new engine staying on Unity instead of hopping over to Unreal Engine. Wild. And so on release, despite having literally been released with more tools and content than city builders have ever had, with all of the good ideas from everywhere in the broader community being incorporated into the base game, the chief criticism was a lack of content. The game felt empty. Grey (UK)! Gray (US)! Graey (WTF)! Critiques went from blasting CS1 for being too cartoony to blasting CS2 for being too realistic with its browns and concretes. At this point, I stopped listening to shameless and pointless, often contradictory criticism and looked for genuine concerns. These are easy to list: - the game is still in need of more performance fixes - the game's UI needs more obvious indicators of what's going on with underlying systems - the game is a resource H-O-G - tools still feel a bit unrefined - there are missing options that would make things so much nicer (props, prop tools, decorative tools, etc) - no mods at the moment, we want mods - no editors, no map editor, no asset editor, none of that yet - console version still needs to be released - the bug issues have delayed the Ultimate Edition's Q4 and Q1 DLC releases - there are still some major bugs that require further investigation To be frank, though, my stance is straightforward: bugs can be fixed, and these issues will be ironed out over time. The devs have repeatedly shown that they intend to see this through. So yes, "I recommend, but ...", be mindful of the things that are still to be fixed, and you may enjoy the game. "I don't recommend, however ...", set your expectations appropriately and you will realise this game has enormous potential to be the definitive game of the city simulation genre. The first game rightfully conquered the crown. This one will keep it, even it has to fight for it.Show moreShow less
REVIEW UPDATE: I am now at 85 hours. After learning the mechanics of how the simulations work, I will admit my original review is influenced by not fully understanding some mechanics. For instance, the constant low density residential demand. Aside from bugs rendering whole chunks of the game broken, such as trade and garbage bugs, after 85 hours the biggest issues I have with this game are two-fold: 1. An extreme lack of content. Building (and farm) diversity is extremely lacking. I suspect content will be DLC'ed to hell, which I strongly oppose Paradox's DLC strategy of removing content to the bare bones and then selling it to players later. 2. Design decisions that just simply don't work, or don't make sense. For instance, pegging "wealth" to "education level". Wealth should be pegged to career instead. How off map city services function also doesn't really work. They work against the principle of building a healthy, functioning city. If you lack a service, it doesn't negatively impact your game, except that sims have a little less wealth as they pay for the off map service. But that's easily countered by cheaper taxes. Standard genre features like the RCI meter work differently to all previous city builders. Instead of showing what to build for a healthy city, CS2 RCI meter shows what the city wants (which most likely doesn't result in a healthy city). Design changes away from genre standards are fine, just make sure to include in game ways to let the player know what the change is from the genre standard. Anyways, after 85 hours my final conclusion stands. I cannot recommend Cities Skylines 2. Aside from performance and bugs, the game has very little content, and has design decisions that don't work, or don't make sense. ---- ORIGINAL REVIEW: I tried to like CS2, I really did. I can ignore the performance issues and bugs, as these are things I see being fixed over the short term with some patches in optimisation. However, there are much bigger issues that you need to be aware of. The numerous simulations in the game have such foundational flaws in them, that I believe this game is the most fake city builder of them all. This game is marketed as "the most realistic city builder ever", with multiple levels of simulation in the city, sims, economy, services, and traffic. Unfortunately, there are huge flaws in each are of the simulation. After 20+ hours playing, aside from the known performance problems (which I've mitigated by running the game at lower gfx than I should be), these are the biggest issues I see: - The economy is broken. Goods in your city aren't actually traded. Import/export don't actually do anything, so trucks deliver goods to your stores and train stations, ports, and airports, but the transportation networks never pick it up to deliver off map. Industry, commercial and residential don't use your produced goods. There is no cargo traffic in your city, because there is no simulation of producing goods, transporting them to your shops, and then sims buying those goods. It's all completely fake. Colossal Order have confirmed this on Paradox forums. - The progression system is broken, just place a tourist trap and bulldoze it, repeat over and over. Level 20 without doing anything. Progression is not linked to population, just "XP" gained from placing stuff. Thing is, it doesn't remove the XP if you bulldoze straight away. As a result you can have a "Flourishing Metropolis" with 50 people. Each main step should have a population limit. IE: town 10k, city 50k, metropolis 100k or something. - Most people don't actually go to work, kids don't go to school, people don't shop. You can track individual sims. When you follow them, they actually don't go to work. They will get in their cars, or walk to the tram or whatever, jump on, and then do a circuit back home. Or they'll arrive at work and get straight back onto transport again to come home. Kids do not leave the house. They will stay in their homes, not going to school. The whole rush hour thing is a joke. Basically, the sims simulation is..... fake. And this is the big ticket item that this game is sold on. A simulation of each individual sim, going about their world, doing what the do. Living, growing, prospering, dieing. All faked. - The city only ever demands low density housing, never anything else. City of 50k, with very little office demand. Always, low density residential will be 100% demand. You can even buy 20 tiles, do a massive grid of low density residential, it'll all pop into existence and demand will still be 100%. - You don't need to build any city services, it all comes in really cheaply from off map. It's cheaper to import all services, than to build the services yourself and pay for maintenance. The only exception seems to be power and water. You can export power and water for enormous profits. - Maintenance and expansion is not balanced at all. For some buildings it's cheaper per unit to build a new one, and some are cheaper to just expand. For instance water pump: $10,000 to build 100,000 unit pump, and $7,000 to expand one an extra 50,000 units. Cheaper to make a new one there. - The traffic AI is just absolutely stupid and retarded. I couldn't think the traffic AI could be worse than CS1, but they actually managed to do it. Cars will do u-turns in the middle of a highway. Cars will stop in the middle of the road, jump across 3 lanes causing a big traffic jam, just to reach a left-hand turn they go straight through instead. Opposing carriage turns (ie: right from left side drive, left from right side drive) will not wait till the approaching through traffic is clear. They will turn like it's the middle of Delhi and cause a huge accident or traffic jam. - The economy is extremely frustrating. There are no small-town service buildings, so to cater for your citizen demands you need to build service buildings priced for cities much larger than what you have. This results in grinding your city's economy into the ground. The only way around this is to largely ignore city services until at least 25k population when your tax revenue is starting to be enough to pay for these demanded services. All the while the annoying bird, building icons, and radio announcements will continue harping on about all these citizen demands. On the flip side, electricity and water exports are priced so out of balance, that building a few extra coal power plants and water pumps, and exporting every single piece of it, will have you swimming in money. - The whole off map servicing of your citizens is quite simply extremely flawed at it's foundations. When you utilise off map services, the price of those services do not adjust to cater for the simple economic principle of supply and demand. You can pump as much electricity to the off map as you can, and the game will continue to give you the same high price for each MWh. Same with importing off map services. Using off map fire services will remain the extremely cheap price no matter how many fires they have to come and put out. - The garbage system is totally cactus. Your incinerators will go get garbage from off map to burn, rather than burning your own. Your landfill fills up, your buildings fill up, and stupidly off map garbage trucks come and get your rubbish. The only way to get around this is to build huge landfills, and once they are full just bulldoze it. Poof, all garbage gone. Since incinerators don't collect your garbage from landfills, as it's cheaper for them to drive off map and get it there, it's the only way to process landfill. TL:DR - Optimisation issues aside, there are MAJOR flaws in each of the game's simulations. The entire game presents a facade, layered on top of fancy marketing speak. I think in reality, this game is the most fake city builder out of any of the top-tier city builders in the 30+ years I've been playing city builders. Ultimately, I do not see how Colossal Order/Paradox proceed from here.Show moreShow less
This game has received a crazy amount of negative reviews due to the poor performance, which is justified. However, this seems to be primarily due to a bugged Depth of Field Quality. This is with everything else on medium quality: Depth of Field Quality on high = 21 fps. Depth of Field Quality on low = 78 fps. Depth of Field Quality disabled = 132 fps. Game itself is otherwise great, so if you just disable DoF, you should be fine, and the game is worth it.Show moreShow less
Everyone already knows the performance is terrible, so I'll just share my experience so you have a further example to compare to. I have a 13900k, 64gb of ram, and a RTX 4090, playing on a 1440p ultrawide monitor. I got 35 fps at the main menu and in game on a brand new map w/o building a single thing. Turning off motion blur and depth field increased this from 35 to 50 fps. Not a single other graphics setting changed the performance at all. I turned off every single setting I could or set it to the lowest possible, and still only got 50 fps. This is impressively bad optimization, I actually can't recall another game recently where changing the graphics settings literally did nothing to fps. Just stay away from this until they fix it.Show moreShow less
One of the most expensive powerpoint presentations I've ever boughtShow moreShow less
Beware: traffic simulation, economy simulation, and sim life simulation are not designed to work together Bought the game. Performance issues, not a big deal, it will get sorted. Playing along, about 15 hours in you realize the "deep simulation" is fake. Initially I realized there was a cargo bug. Nothing was getting exported via harbors or train or air cargo terminals. Although that itself was bugged, it revealed a HUGE issue that was put in by design. Turns out, the traffic simulation, the economy simulation, and the sim life simulation are all not connected to each other, which makes them all not really impressive at all. Sims have jobs, but don't actually have to go to work. (Same with school) Businesses need goods to operate, but don't actually need them to be exported or imported by the road system. You can have an industrial zone without any connections to the outside or the rest of your city and the economy side of things will work without issue via magical teleportation of goods and workers, in a game that is supposed to model traffic and "create rush hours as your sims go about their lives". Uhh, yeah, sure CO. "deep simulation" they said over and over again. I feel deceived on this one, and quite frustrated that I didn't realize it was all disconnected until past the refund period. What the heck CO, I expected better than this. Feels like they couldn't get it all to work together and just released it anyway. Or the marketing team and the development team never talk to each other. Wow...Show moreShow less
We got on and off ramps and all we had to sacrifice for were our FPS. Found a solution for the moment though: Performance part: Went from 15 FPS with massive stutters while everything on high to 60 FPS with only occasional stutters through setting dynamic resolution to "constant" (dont set it to dynamic). Messes with the anti aliasing a bit though but could be worse. Additionally, you can change the anti aliasing method to TAA under the advanced tab (top right) to get rid of the messy edges introduced this way. Game gets a bit more blurry but it's ok. Furthermore, you can increase the "minimum resolution percentage scale" to values above 50% and together with TAA, the game looks decent. If it looks super blurry, you need to lower the overall graphics quality and try again. Review part: Having played for about 7 hours and loving the game so far. New street building tools are great as they have incorporated some of my favorite mods from cities 1, I love that they added modular buildings as well as new zone types that let you combine commercial and residential districts and there has been a lot of improvement regarding attention to detail. For example, if several cars are driving behind one another, at night only the first car uses their high beams, which I think is neat. I also like the addition of a "research tree". Have fun, I hope this helps and you guys can enjoy the game as much as I do after the initial hassle to get it running :)Show moreShow less
Cities: Skylines II - the game where everything is made up and nothing matters. Its the game equivalent of the DJ pushing all kind of buttons on his mixer that is not plugged in while an mp3 just plays on his ipod. Do not spend money on the game in its current state if you expect a city builder that actually simulates the behaviour and movement of people and goods. Right now the game is just a tool to build something that looks visually like a city but has no inner logic or function. People and vehicles are just animated background noise. Their behaviour barely influences any important metric and all your game play decisions don't influences them alt all. A few examples: - I build a ore mine on an island with no road connection. Before i could even finish the passenger ship connection there are 60 workers employed at the mine that must have swam over there. I finish the ship connection but not a single physical person steps onto the island. Looking at the stats the mine is producing a couple hundred tons of ore per month. Not a single truck moves anything out of the mine to the cargo terminal. WHY DO I BUILD A PASSENGER AND CARGO CONNECTIONS WHEN PEOPLE AND PHYSICAL GOODS DO NOT EVEN NEED THEM?? IN A CITY BUILDING GAME THAT IS ALL ABOUT MANAGING THE FLOW OF PEOPLE AND GOODS??? - Because the animated people and cars/trucks that you see in the game have absolutely no influence if your city works or not all your game play decisions have no real consequences. You would think if you build a ♥♥♥♥♥♥ city where people are stuck in traffic and cant get to work there will be a negative consequence. But because the person doesnt need to be physically present at work it matters zero if you build a highway from their door to the office or have no physical connection at all. There is no motivation to do anything because there is no consequences either way. - The people physically present in the game do not behave in a way that is understandable. You click on a random person just getting of the train leaving the station to find out that they are going to work on the other end of the map where the train just came from. because there is no way to show the actual path you have no clue why they took the train away from their destination. - even if we ignore that the game has no internal logic and rules your still building ghost towns. my current build of 10k people looks like a big city with highrises and all but there are maybe 1/10th of the actual people around. no real traffic problems because there are very few cars around. If you think that is because of public transportation think again, busses trams and co have mostly 1 -5% utilisation. The industry that is on paper producing thousand tons of goods have the occasional truck driving around. - rush hour does not work at all. All streets have a graph that shows the traffic flow over the course of the day and every single road has a flat line that does not vary depending on time. If you have only every tenth person on the road at least have them leave their house all at the same time. In conclusion I'm very disappointed that they spend so much time to develop a super complex "simulation" and then decided that non of it actually matters. It feels you are looking at a animated picture of a city while there is a complicated excel spreadsheet on the other monitor crushing random number and they hope you are dumb enough not to notice that they have nothing to do with each other.Show moreShow less
THIS REVIEW IS JUST IN TERMS OF PERFORMANCE, NOT GAMEPLAY Update after 4h: Okay I played till about 5000 population. The Framerate is more like 50-60 now, so the performance impact of pop is definitely very noticable. Update 2: at 45K population its down to 30-40 fps with occasional stutters. Kinda annoying but playable. Yeah my CPU can bottleneck this card, tho in 95% of games it doesn't. With the talk of terrible performance, I just wanted to boot it up real quick see if the game is even playable on 3440x1440 with my kinda dated i7 9700K and RTX 4070TI or if its gonna be a 30 FPS slideshow from the start. With these tweaks from reddit user dotcax it works fine at 90fps looking at the horizon: > "Use "Fullscreen Windowed" or disable VSync > Disable "Depth of Field Mode" > Reduce "Volumetrics Quality" to Low > Disable "Global Illumination" > Reduce the "Level of Detail" to Low (or Medium if you don't need the extra FPS) > Disable "Motion Blur" (This is a preference, if you want it, keep it on Low) > In the advanced tab, scroll to the Shadows section and disable "Terrain Casts Shadows" > If you want to squeeze a bit more performance, Disable "Fog Quality", though I personally prefer to keep it enabled" I also enabled TAA instead of SMAA and disabled SSAO and set shadows to medium. When you build a big city you can probably expect it to drop a lot though, still this is enough for me for the time being.Show moreShow less
Over 1 year after the release: - Still tons, tons of bugs?✔️ - Frequent unexpected crashes? ✔️ - Zero compatibility with mods? ✔️ - Still no proper modding tools? ✔️ - Unbalanced economy and population, terrible pathfinding? ✔️ - Zero optimalisation and incredibly high graphic requirements? ✔️ - Still a small portion of content in the SEQUEL, compared to the 1st game? ✔️ - Releasing paid DLC's to an unfinished and almost empty game? ✔️ Dont buy it, by any means don't do it. The game is in a pre-alpha version compared to what should have been and will be for a long, long time given the current "development" progress ❗️❗️❗️ 24/03/2025 UPDATE because I want to address some of the comments and also mainly because I'm genuinely getting even more pissed off with this game, every time I'm getting back to it. 🔴 Regarding some most usual comments, @qG_CeRTiiFieD and @Saukuy already addressed them in the below section, so I will just paste them here. If there's a way to pin them or anything please let me know, so I can give more credit to these guys: "They're still working on it." -It's been a year after release. Stop giving companies grace for releasing broken products. YOU are the reason why they keep doing it. "Your PC is trash." -First of all, doesn't at all address 6/8 points provided. And for the only two it MIGHT address... this is a commonly reported issue with the game. Talk about fallacy. - personally I just want to add, for comparison, that I'm running KCD2 or Cyberpunk smoothly on very high settings, whilst my recommended setings for CS2 are low/very low... "Why did you play it for 176 hours" -90% of reviews are from people who barely get past the introduction and then provide poor unhelpful feedback that doesn't actually tell potential users anything of note. "Try not comparing a ten year old game's content compared to a one year old game" - All about the value proposition. If the game doesn't adequately innovate mechanics, while also offering substantially less than a previous iteration - what is the point of getting the new game? 🔴 As for the things that I have ommited previously and that make me pissed off even more (even though the game is objectively getting better of course): - I can't stress it out enough how terrible the pathfinding is. - Poor graphics - I mean honestly, the game is newer, but is it really better looking? Grass textures are hideous, we have cartoonish cars, bland and simply sad colors and design of many buildings. CS2 was released the same year as Baldur’s Gate 3, Hogwarts Legacy, Alan Wake 2 or Lies of P. Would you have guessed it? Absolutely not, UI is better and it's easier to build things, but that only distracts from the simple fact that the game is ugly. Jesus, compare it to Manor Lords... - Texture clipping, uneven road zoning, incomprehensible downcasts or road shading, misterious holes in the terrain adjacent to the structures, in other words dozens of minor errors that you spend a solid hour trying to fix because they sting your eyes and you'll go crazy until you fix them - Lack of many tools that would mimic CS1's absolutely essential mods, like Traffic Manager or Intersection Marking Tool for example. Jesus, we still can create much better organised and more detailed intersections in CS1 than here. How they couldn't simply include at least the first 3 pages of most popular CS1 mods in the new game? The receipe for a success was so simple... - Still no bikes, quays, just a few types of roads and intersections etc. - again, JESUS CHRIST IT'S A SEQUEL AND THEY CUT OUT SO MUCH CONTENT, THAT IS UNBELIEVABLE. - Related to the previous sub-item - promenades? PAID DLC. Almost any leisure and entertainment? PAID DLC. A few modern buildings? PAID DLC. Any region pack, after adding just a few most basic ones? PAID DLCs. Disgusting.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
