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Colossal Order

Colossal Order Ltd. is an independent video game development studio founded in June 2009 and headquartered in , specializing in simulation and city-building games such as the Cities: Skylines series. The studio is best known for creating Cities: Skylines (2015), a critically acclaimed modern take on the city-building genre that emphasizes detailed , , and modular expansion through DLCs, which has sold millions of copies worldwide. Its sequel, Cities: Skylines II (2023), builds on this foundation with enhanced simulation depth, larger-scale cities, and improved AI for citizens and services, though it faced initial launch challenges related to performance optimization. Colossal Order's earlier works include the series (2011–2014), which focus on public transportation management and realistic vehicle simulations in urban environments. The company maintains a close partnership with Swedish publisher , which handles marketing, distribution, and quality assurance for their titles, allowing Colossal Order to focus on creative development. With a team of around 28 employees as of recent reports, the studio continues to support its games through updates, expansions like the Bridges & Ports for Cities: Skylines II (2025), and community-driven content tools. In 2015, Colossal Order was recognized as the Game Developer of the Year for the success of Cities: Skylines.

Overview

Founding and key personnel

Colossal Order Ltd. was founded in June 2009 in , , as an independent game development studio specializing in games. The company was established by a small group of four game industry professionals, including a , a game designer, and two artists, who had previously worked at the mobile game studio Universomo following layoffs during the 2008 economic crisis, and who were initiated by one founder's vision to create innovative titles in the genre. These founders had prior experience in development but sought to pursue a passion project focused on deeper mechanics, particularly city-building concepts that emphasized freedom and creativity for players. Mariina Hallikainen, then a university student at studying with a minor in , was recruited as the fifth founding member and appointed CEO to handle the business operations. Lacking prior commercial experience in the games industry, Hallikainen was approached by a high school friend among the technical founders, who believed her management skills would complement the team's creative expertise. The initial team of five operated with a hobbyist enthusiasm, driven by a shared motivation to develop accessible yet complex simulation games without the constraints of larger corporate structures. From its inception, Colossal Order maintained its status as a privately held , allowing the core team to focus on prototyping their first projects while securing early funding through persistent efforts. Hallikainen's role evolved to oversee strategic partnerships, such as the eventual collaboration with publisher , while the technical leads concentrated on programming and design fundamentals that would define the studio's output. This lean structure enabled rapid iteration on ideas rooted in simulations, setting the foundation for the studio's independent operations.

Company focus and operations

Colossal Order specializes exclusively in the development of city-building and transportation games, with a strong emphasis on intricate mechanics that model real-world and citizen behaviors. This focused niche has allowed the studio to build expertise in creating immersive experiences, such as managing traffic flows, public , and city expansion dynamics, without venturing into other gaming genres. As an independent developer, Colossal Order operates on a centered on game sales, (DLCs), and expansions, primarily through partnerships with publishers like , which handles marketing, distribution, and platform support. The studio maintains revenue streams from both initial releases and ongoing post-launch content, such as expansions that add new features like parks or industrial districts, while providing free updates to sustain player engagement and community . This approach avoids diversification, keeping the company dedicated to its core titles and leveraging publisher advances for development funding after initial self-financing through founders' investments, grants, and loans. The studio's operations are based in , , where it employs approximately 30 people from 10 different countries, fostering a remote-friendly environment that supports collaboration from home or a central office. With its small team size, Colossal Order employs agile development processes, including iterative updates based on community feedback and close coordination with publishers, to efficiently manage projects suited to indie-scale resources while preserving creative control.

History

Early years and initial releases

Colossal Order was founded in 2009 in , , by a team of five developers passionate about simulation games, particularly those involving urban transportation systems. With limited resources, the studio began internal prototyping of transportation simulation concepts during 2009 and 2010, leveraging engine technology that one of the founders had maintained for six years prior to the company's inception. Securing funding for their initial project proved challenging, as the small team faced skepticism from potential investors regarding the viability of a niche already in early development. To overcome these hurdles, Colossal Order partnered with , which provided the necessary publishing support to bring their vision to market. The studio's first commercial release, , launched on February 22, 2011, focusing on route planning and management of mass transit systems like buses, trams, and ferries across realistic cities. The game received modest critical acclaim, earning a score of 70 based on 20 reviews, with praise for its detailed but criticism for occasional interface frustrations; initial sales were solid for a debut title from an unknown , establishing a foothold in the simulation genre. Building on this foundation, Colossal Order released on April 2, 2013, after 1.5 years of development by a team of seven using the engine, which allowed for greater scalability than their prior in-house tech. Key enhancements included improved AI for traffic behavior, multiplayer functionality, and day-night cycles informed by community feedback, alongside expansion packs such as Old World Colonies and Vintralis. The garnered a 7.5/10 from for its deeper simulation elements, while the studio expanded to around 10 members; early financial struggles persisted through reliance on Paradox's backing, with profitability emerging from sales that extended the series' lifecycle.

Expansion through partnerships

In 2014, Colossal Order deepened its longstanding collaboration with through an exclusive publishing agreement for the upcoming Cities: Skylines, building on Paradox's earlier role in publishing the Cities in Motion series since 2011. This partnership involved shared responsibilities for marketing, distribution, and global localization, enabling Colossal Order to leverage Paradox's established network in the strategy gaming sector. The alliance significantly scaled Colossal Order's operations, providing access to expanded budgets and international distribution channels that extended beyond Europe to North America and Asia. By 2015, the studio had grown its team from around 13 members to approximately 18-20 developers, allowing for more ambitious project scopes. This included joint efforts on post-launch expansions for Cities: Skylines, where Paradox contributed to content planning and quality assurance alongside Colossal Order's core development. Beyond the primary partnership with , Colossal Order engaged in limited collaborations for technical adaptations, such as console ports of Cities: Skylines handled by external studio , which optimized the PC-focused game for and without involving full co-development. These efforts focused on porting and UI adjustments rather than new content creation. No major co-development projects occurred outside the Paradox relationship during this period. Strategically, the publishing support freed Colossal Order to concentrate on creative design and simulation mechanics, as managed sales, localization, and platform expansions. This era marked the studio's first significant accolades, including the 2015 Unity Golden Cube Award for Cities: Skylines, recognizing its innovation in city-building simulations.

Challenges and recent milestones

The development of Cities: Skylines II, released in October , was marked by an ambitious scope that introduced advanced systems for deeper , but this led to significant delays and a troubled launch plagued by performance bugs. Colossal Order acknowledged these issues early, attributing them to challenges in rendering and complexity that caused drops and instability across various hardware configurations. In response to post-launch , Colossal Order prioritized updates to address core , including simulation errors and optimization tweaks, while delaying releases to refocus efforts on the base game. This included multiple postponements of the Bridges & Ports expansion, originally slated for earlier in 2024, which was released on October 29, 2025, after extensive revisions to ensure stability. To rebuild community trust, Colossal Order participated in a free weekend event from November 6 to 10, 2025, allowing players to experience recent updates without cost. Recent milestones include the release of development diaries for Bridges & Ports in October 2025, detailing new mechanics and customization features as part of the studio's commitment to iterative improvements. Despite facing criticism over slow progress, Colossal Order has maintained team stability, with ongoing dev diaries in September 2025 highlighting active work on features like bicycle lanes and bug fixes, demonstrating resilience in a challenging development environment. Broader industry challenges for Colossal Order center on balancing the game's intricate depth—such as citizen behaviors and economic modeling—with optimization demands, particularly for console ports delayed indefinitely due to unresolved CPU and GPU limitations. The mixed reception of Cities: Skylines II has also impacted sales trajectory, with initial strong revenue of over overshadowed by sustained player drop-off and scores reflecting concerns, prompting a renewed emphasis on over rapid expansion.

Games

Cities in Motion series

The Cities in Motion series consists of transportation simulation games developed by Colossal Order and published by , centering on the design and management of public transit systems to serve dynamic urban populations. The inaugural title, , launched in April 2011 for Microsoft Windows, allowing players to oversee bus, , , , and networks across four cities—Vienna, , , and —spanning a century of historical development from 1920 to 2020. Its sequel, , released in April 2013, expanded the scope with larger maps, including North American and settings, and introduced procedural city generation for varied gameplay experiences. Both games prioritize strategic transit planning to balance commuter satisfaction, economic profitability, and city growth in and modes featuring scenario-based challenges. Core gameplay revolves around real-time simulation of urban mobility, where an advanced models individual citizen behaviors, including work commutes, shopping trips, and leisure activities influenced by demographics, time of day, and socioeconomic factors. Players optimize routes by placing stops, selecting vehicles from over 30 types with customizable liveries and capacities, and adjusting timetables to handle peak-hour rushes while minimizing congestion and operational costs. Economic mechanics require balancing revenue from ticket sales—set dynamically based on demand and pricing—with expenses like , , and infrastructure upgrades, often necessitating loans or subsidies to expand networks. The series distinguishes itself through passenger-centric , where unmet needs lead to dissatisfaction, reduced ridership, and potential city-wide penalties, encouraging iterative route refinement and integration for efficient transport hubs. The franchise grew through that enriched vehicle rosters, maps, and mechanics, with the original receiving expansions like the German Cities add-on in July 2012, which incorporated detailed recreations of and Vienna-inspired locales alongside German-specific vehicles such as trolleybuses and historic trams. Other DLCs for the first entry included US Cities (2011), adding urban maps and buses, and Design Wonders (2011), introducing novelty vehicles like hot air balloons. For Cities in Motion 2, updates focused on deepening simulation layers, exemplified by the Metro Madness expansion in 2014, enabling modular metro train assembly for varied line configurations and capacities. These additions, totaling over 15 DLCs across the series, provided thematic variety without altering core systems, sustaining player engagement through new assets and scenarios. Technically, the series progressed from the first game's 3D visuals, which rendered over 100 unique and allowed views for planning, to 's enhanced engine supporting fully rotatable cameras, dynamic weather, and day-night cycles that impact and use. The sequel's improvements included multiplayer support for up to four in network-building or competitive scoring modes, alongside an upgraded map editor for creating expansive, multi-city regions. This evolution enabled more immersive simulations of evolving landscapes, where player decisions influence building placements and shifts, bridging the gap toward broader city-building concepts in Colossal Order's later works. The series reflects steady niche appeal among simulation enthusiasts.

Cities: Skylines series

Cities: Skylines, released on March 10, 2015, by Finnish developer Colossal Order and published by , emerged as a direct response to the critical backlash against ' (2013), which suffered from technical issues and always-online requirements that alienated fans of the genre. The game introduced a modular approach to city-building, emphasizing player-driven for residential, , , and districts, alongside the of such as , , education, and healthcare to foster sustainable urban growth. Central to its design is an extensive local that models paths, routes, and in real-time, allowing players to mitigate bottlenecks through networks and policies. Additional mechanics include district-specific policies for localized governance, such as tax adjustments or service enhancements, and the expansion, which integrates events like earthquakes, floods, and meteors to test city resilience. By November 2025, the original game has amassed over 70 packs, including major expansions like (2016), which adds and features, and Green Cities (2017), focusing on eco-friendly and management. The sequel, Cities: Skylines II, launched for Windows on October 24, 2023, building on the original's foundation with significantly enhanced depth. It introduces individual citizen , where each resident follows a detailed lifepath influenced by age, needs, education, and career progression, creating emergent behaviors like family formation and job mobility that ripple through the economy and society. Advanced elements include dynamic systems affecting and , a more intricate production chain for resources, and improved that accounts for rush hours and cargo logistics. Console versions for and Series X/S remain in development as of November 2025, with no confirmed release date following multiple delays to address performance and stability issues. The series has achieved substantial commercial success, with the original Cities: Skylines selling over 12 million copies across all platforms by June 2022, driven by its accessibility and depth that appealed to both casual players and enthusiasts. Colossal Order and have maintained ongoing support through regular free updates and premium content into 2025, including a 10th-anniversary patch for the original game that added new parks and buildings adapting to owned DLCs, alongside continued expansions for the sequel such as Bridges & Ports in October 2025, ensuring the franchise's evolution amid growing player bases.

Other projects

Colossal Order has primarily concentrated its development efforts on PC platforms for its core simulation games, with console adaptations handled through external partners. Beginning in 2017, the studio collaborated with to port Cities: Skylines to and , enabling broader accessibility while preserving the original simulation depth on controllers. This partnership extended to the version in 2018, where optimized the and controls for handheld play without direct involvement from Colossal Order's core team. Beyond these porting initiatives, Colossal Order's output has remained tightly focused on its established series, with no standalone releases outside the Cities in Motion and Cities: Skylines lines since the company's founding in 2009. Early development work, including foundational simulation technology predating the studio, directly influenced the transport mechanics in (2011), serving as internal prototypes that shaped subsequent titles. The studio's collaborations have centered on its publisher, , for marketing, distribution, and event support, though specific tech demos or side projects remain undocumented in public records.

Development approach

Core design principles

Colossal Order's design philosophy centers on a simulation-first approach, prioritizing intricate, realistic systems that model urban dynamics such as , economic cycles, and over simplified arcade mechanics. This emphasis ensures that player decisions yield emergent consequences, like impacting productivity or choices influencing , fostering a sense of authentic . The studio employs rigorous iterative testing to achieve balance, prototyping core mechanics—such as algorithms—to refine interactions and prevent unintended exploits, as highlighted in developer postmortems where lead Karoliina Korppoo stressed creating "systems that interact in meaningful ways" to make cities feel alive. Player agency forms a cornerstone of their , providing extensive customization tools that empower users to shape cities without imposed linear narratives or restrictive goals. Drawing from open-world simulation traditions, Colossal Order avoids scripted events in favor of freedom, allowing players to experiment with district policies, budgeting, and infrastructure layouts to suit personal visions, from sprawling metropolises to compact eco-villages. CEO Mariina Hallikainen has noted this by emphasizing "no set goals; players build thriving cities" through intuitive tools like modular road systems and map editors, enabling diverse playstyles while maintaining simulation integrity. The studio's iterative development process integrates prototypes and feedback loops to evolve , ensuring without sacrificing depth; for instance, early prototypes were tested to balance growth incentives with realistic constraints. This method, informed by community input, allows continuous refinement, as seen in updates addressing performance and tool usability post-launch. themes are woven into later titles, reflecting Finnish influences like efficient and , with options for eco-friendly power sources such as wind turbines and solar plants that penalize but reward long-term viability. These elements, inspired by Nordic landscapes and policies, encourage players to prioritize and low-emission , mirroring real-world priorities in Finland's compact, nature-integrated cities. As of 2025, the studio continues to support ongoing refinements to these systems through patches.

Community and modding integration

Colossal Order has integrated support into its games from the outset, particularly with Cities: Skylines, which launched with built-in tools and seamless connectivity to the Steam Workshop for sharing . The game's Asset Editor enabled players to import 3D models and create custom assets such as buildings, props, and road pieces, fostering a vibrant of modifications. This integration allowed for easy uploading and downloading of mods and assets directly within the game interface, democratizing content creation and encouraging community contributions without requiring external software for basic customization. The studio actively engages with its community through multiple channels, including regular development diaries published on its official website, dedicated forums on Paradox Interactive's platform, and beta testing programs that incorporate player input. These diaries often detail upcoming features while addressing , such as refinements to tools based on tester suggestions, and the team has held public AMAs on platforms like to field questions directly. In response to player concerns, Colossal Order has implemented patches that incorporate community-proposed fixes and enhancements, such as performance optimizations and feature expansions derived from forum discussions. User-generated content has significantly prolonged the lifespan of Colossal Order's titles, with Cities: Skylines benefiting from tens of thousands of mods and assets on Steam Workshop that added new mechanics, visual overhauls, and expansions beyond the base game. For Cities: Skylines II, however, post-launch mod compatibility presented challenges, as updates to the game's code frequently broke existing modifications, requiring modders to adapt and the studio to refine its for better stability. Despite these hurdles, the has continued to produce , extending the game's relevance years after release. Colossal Order promotes through permissive policies that encourage free sharing while safeguarding , as outlined in the game's , which permits non-commercial but prohibits monetization of official assets. The studio has collaborated with prominent modders, such as hiring former Cities: Skylines contributor MacSergey to develop code tools for the , and draws inspiration from creations to inform official expansions, ensuring alignment with player-driven innovations.

Reception and influence

Critical reception of major titles

The Cities in Motion series, including the 2011 original and its 2013 sequel, garnered positive reception for its niche appeal as a dedicated , earning scores of 70 for the first entry and 72 for the second based on critic reviews. Reviewers praised the series' innovative emphasis on managing networks in realistic settings, highlighting its depth in simulating routes, schedules, and economic factors as a fresh take on city management. However, critics frequently pointed to the user interface's complexity as a major drawback, noting that the dense menus and demands could frustrate newcomers despite the engaging core mechanics. described as "a micromanager's dream, but lacks the smooth needed to make all that information digestible," underscoring this balance between ambition and accessibility challenges. Cities: Skylines, released in 2015, was widely acclaimed as a in the city-building , achieving a score of 85 from 60 critic reviews and earning "Very Positive" status on with 93% approval from over 210,000 user reviews. Critics lauded its exceptional depth, including modular , expansive traffic systems, and policy tools that allowed for intricate far surpassing contemporaries like . GameSpot highlighted the game's "smart attention to details like and policy decisions," calling it the most authentic city-builder available at the time. While some early reviews noted minor bugs related to and stability upon launch, these were quickly addressed through patches, contributing to its enduring high regard among players. Cities: Skylines II, launched in 2023, received mixed reviews with a score of 74 from 65 critics and "Mixed" ratings on , where 52% of over 80,000 user reviews were positive. The game was commended for its ambitious expansions, such as advanced simulation of citizen needs, dynamic economies, and larger-scale city building, which built meaningfully on the original's foundation. praised these elements as "full of exciting and gratifying new mechanics for managing your economy and creating more realistic metropolises," reflecting the sequel's bold vision. Nevertheless, it faced heavy criticism for severe performance issues, including poor optimization, frequent crashes, and unplayable frame rates even on high-end hardware, which overshadowed its innovations. described it as "intricate, intuitive, and ambitious" but acknowledged the technical hurdles that hindered enjoyment at launch. By 2025, extensive patches had substantially improved performance and stability, fostering a growing community and more positive recent user feedback. Overall, Colossal Order's major titles show an evolution from solidly received niche simulations in the Cities in Motion series to blockbuster success with Cities: Skylines, followed by challenges in delivering on heightened expectations for the sequel. Player scores on consistently rated the originals higher than critic aggregates, with Cities: Skylines maintaining strong community support long after release, while Cities: Skylines II's reception improved with patches but retained mixed sentiment due to initial optimization concerns.

Impact on city-building genre

Colossal Order's Cities: Skylines, released in 2015, played a pivotal role in reviving the city-building genre following the troubled launch of ' SimCity (2013), which suffered from technical issues and always-online requirements that alienated players. The game addressed key shortcomings of its predecessor by offering offline play, unlimited city size, and robust support from launch, effectively filling the void left in the market and restoring player trust in the genre. The studio introduced several innovations that elevated simulation mechanics, particularly its agent-based traffic , which simulates individual citizen paths and vehicle behaviors to create emergent challenges, setting a new benchmark for realism in urban transport modeling. This depth influenced subsequent titles, with developers citing Cities: Skylines as a reference for integrating complex systems like resource chains and dynamics. Additionally, Colossal Order's model—releasing thematic expansions that add layers to core gameplay without fragmenting the experience—prolonged the game's lifespan and encouraged similar iterative support in competitors, promoting sustainability in the genre. In terms of industry legacy, Cities: Skylines established standards for simulation depth, inspiring indie developers to prioritize procedural generation and player agency in city-builders, as evidenced by its role in revitalizing interest that led to diverse entries like medieval and survival variants. Cities: Skylines has sold over 12 million copies as of 2022, underscoring its commercial dominance and role in sustaining the genre's viability. Beyond gaming, the series has achieved cultural reach through educational applications, with Cities: Skylines integrated into urban planning courses to teach concepts like , , and , allowing students to experiment with real-world principles in a risk-free . Its acclaim includes nominations such as the Golden Joystick Award for Best in 2015, highlighting its contributions to simulation gaming.

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