this post was submitted on 19 Mar 2026
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Citybuilders

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"Our mistake was to bank on something that was not yet proven," says Colossal Order CEO Mariina Hallikainen.

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[–] halcyoncmdr@piefed.social 21 points 14 hours ago (2 children)

How‽ You used Unity for the first game! Why would expect a difference for the second?

[–] napoleonsdumbcousin@feddit.org 19 points 14 hours ago

We basically looked into the very new technology that Unity was offering, and that turned out to be a mistake, in the sense that there were features that didn't actually fulfill the promise

Sounds like the Unity marketing convinced them that the capabilities they needed were soon to be added to the engine and they believed it.

[–] Agent_Karyo@piefed.world 11 points 14 hours ago (1 children)

They also used Unity for Cities in Motion 2, which was a de facto prototype for Cities Skylines.

I much preferred their own homegrown engine from Cities in Motion 1; although since it is single threaded, it can bring even modern systems to their knees (at 1440+ resolutions) with mods, a map that maxes out the engine and freelook (especially if you do a horizon view of the city).

[–] Peruvian_Skies@sh.itjust.works 1 points 12 hours ago* (last edited 12 hours ago) (1 children)

How does Cities in Motion 1 hold up against Cities Skylines 1?

[–] Agent_Karyo@piefed.world 1 points 12 hours ago

Cities in Motion 1 is exclusively focused on public transport company management, CiM 2 allows construction of roads/buildings in a more expansive manner (it was clearly a prototype for Cities Skylines), but is still missing much of the gameplay you would expect from a city-builder.

I really liked CiM 1 because it wasn't made in unity and the euro focus (Vienna, Helsinki, Berlin, but there is also DLC for New York and Tokyo).

CiM is also very hard and I would argue the data vizualization expansion mod is a must for QoL.