Source: Steam Community (opens in a new tab)
Grooming
- A snowcat now moves straight from one trail to the next instead of driving home between every run. It picks up the nearest pending job from wherever it finished, so a night that used to cover two or three trails now covers most of the hill.
- Deep snow slows a cat down based on the fresh stuff on top, not the packed base underneath. Mid-season no longer means every groomer crawling at minimum speed on hard corduroy for the rest of the year.
- Snowcat sheds hold four groomers instead of three, and the build menu card says so.
- The morning briefing tells you how the night went — "2 / 2 trails groomed", alongside the avalanche danger, in amber when you came up short. The shed panel lists its grooming hours and last night's result.
- Grooming orders nobody picked up expire at dawn instead of rolling over, so a snowcat can't wander out through the morning crowd. A cat already on a trail finishes it and drives home.
- Park an idle groomer at a shed and you'll see the cat sitting in the bay. An empty shed reads as empty.
- Snowcats drive better: they ease up to speed out of the shed, arc through corners instead of kinking at every waypoint, and no longer spin on the spot when they spawn. Lights stay off unless you want them on.
Lift tickets
- Lift ticket price is now something guests actually react to. Each guest weighs the fare against what they're willing to spend, and one they can't afford drops off their list of runs to ski.
- A guest priced off the mountain says so — you'll get "cheaper lift tickets" in their complaints instead of being told to build more lifts.
- Guests always keep a way down — pricing yourself out of a summit can't strand anyone up there.
Trails
- Guests no longer ski the last stretch of a run over and over. A run ends when there's nothing skiable left below them, and the trail they just finished won't be handed straight back.
- Renaming a trail while placing it, or while dragging an existing one's handles, actually sticks. The typed name used to be thrown away and replaced by the generated one.
- The Confirm button on a trail no longer lights up when you can't afford the tree clearing. If clearing is out of reach you can still commit the run off-piste with the trees standing, and a failed commit tells you why instead of quietly discarding your work.
Buildings & props
- New Ski School, Candy Shop and Sunglass Kiosk.
- Clicking a snowblower's power icon in Bulldoze mode demolishes it, like every other building. It used to toggle snowmaking instead.
- Buttons floating in the world no longer take clicks through a closing menu.
Controls & interface
- New settings option for Imperial or Metric units, with Automatic picking from your region. Temperatures, snow depths, elevations and wind all follow it.
- Keyboard shortcuts: 1 / 2 / 3 for game speed, B for the build menu, T for the trail tool. Space still pauses. T no longer raises the camera; use the arrow keys for that.
- The gamepad crosshair comes back after you close a menu. Opening it once used to lose the crosshair for the rest of the session.
- Opening the Steam Overlay pauses the game, and so does unplugging your controller mid-game. Alt-tabbing still doesn't.
- The desktop mouse arrow no longer sits on screen while you're playing on a controller, and it comes back when you unplug one.
Saves
- Save names with characters Windows won't allow — a question mark, a colon — no longer silently fail to write. The file on disk gets a cleaned-up name, you keep the one you typed, and the save menu flags a bad character as you type.
- Every save now reports whether it succeeded. Failures used to say nothing at all.
- Exiting to the main menu twice in quick succession no longer drops your snow data or crashes on the way out.
System requirements
- The game now requires DirectX 12 and a Shader Model 6 GPU. The DirectX 11 path couldn't render the snow simulation correctly, and quietly dropped Nanite, shadows and both upscalers with it. macOS minimum is now macOS 15 on an M2 or later.