Cities: Skylines 2, the much-anticipated sequel to the popular city-building simulation game, has made significant strides in gameplay and features. However, fans eagerly awaiting the official modding tools will need to exercise a bit more patience.
Developer Colossal Order has announced that these tools, crucial for customizing and enhancing the game, are still “a couple of months” away from their initial release.
Integrating Mod Support: A Gradual Process
The integration of official mod support and tools into Cities: Skylines 2 is a complex process. The developer plans to introduce these capabilities through an all-in-one Editor, a feature that publisher Paradox Interactive confirmed would not be available at the game’s launch.
This Editor is set to include fundamental elements such as maps and support for code modding in its first release, laying the groundwork for a more robust modding experience.
Colossal Order CEO Mariina Hallikainen has indicated that the initial release of the Editor is just the beginning. The studio intends to expand the modding features over time, incorporating popular functionalities from the original Cities: Skylines, like asset importing. This gradual expansion underscores the developer’s commitment to providing a comprehensive and user-friendly modding environment.
Balancing Expectations and Development
Hallikainen emphasizes the studio’s goal to release the Editor as soon as possible. However, she also acknowledges the absence of a concrete timeline, underscoring the team’s desire to avoid making unfulfillable promises. This approach reflects a balance between the excitement of the game’s community and the realities of software development.
The console release of Cities: Skylines 2, postponed to spring 2024, is expected to include all intended Editor features except for code modding and asset importing.
Meanwhile, the development team is focusing on improving levels of detail (LODs) and GPU performances, anticipating a significant performance boost. A fourth patch is slated to arrive shortly, marking a transition to working on larger, more complex fixes.