Release Notes


v0.1.1.5 - October 1, 2010

This update is the first (Oct. 1st, 2010) of our monthly updates. It is fairly minor but it is one step closer (under the hood) towards our most urgent goal of Windows XP support. There are some new features and some bug fixes. See below for more details.


We apologize for the steep graphical requirements. This will be addressed in version 0.2 where DirectX 9.0c and Windows XP support will be added, with Linux and Mac OS X support to come later.


Minimum Requirements:


  • Windows Vista or Windows 7
  • 1 GHz processor
  • 1 GB of system memory
  • Hard drive with at least 7.50 MB of available space*
  • Support for DirectX 10.0, Shader Model 4 and 256 MB of graphics memory

* Does not include space requirements of DirectX and Visual C++ Redistributable which may be anywhere from 20kb to 97.3 MB depending on what has been already installed.


What we install:


  • Synekism v0.1.1.5
  • DirectX Redistributable
  • Visual C++ 2010 Redistributable
  • GPU-Z.0.4.6.exe (to check DirectX support - removed after installation is finished/aborted)

New Features:


  • roads now cost money to maintain which is why you now start with a negative income (for the initial road)
  • roads can now be made anywhere on top of existing roads (not just between intersections)
  • lot placement can now be made against existing road/intersection segment combinations
  • pressing P will show/hide all buildings in case you need a temporary performance boost
  • implemented regional roads - simply drag from inside the city area to beyond the while line to create one
  • a new lot placement is started if Ctrl is held down while finishing the previous lot placement - like for the road tool
  • holding G while placing roads or the roads of lot placements will increment the road's length by fixed, 25m, intervals - works well in combination with Shift (angle lock)

Bugs Fixed:


  • the cursor was not changing to default when going to the in-game menu while having a tool active
  • fixed an instance where it would give a false "road cannot overlap lot" error - this is still a bit buggy though