City Storage Desync: HUD Icon Item Count is Higher Than Internal Menu Count
Hello everyone,
This is regarding a Technical Issue/Bug with SimCity BuildIt seen on Android (I have no idea if it's also affecting IOS, but my guess is yes, this is most likely a universal bug).
CRITICAL/URGENT Technical Bug Report: Progressive Server-Side City Storage Inventory Count Desynchronization.
Main City Storage HUD Icon Item Count is Higher Than Internal City Storage Menu Count.
Short Description:
There is a persistent discrepancy between the City Storage capacity integer rendered on the primary heads-up display (HUD) icon and the actual structural inventory array calculated inside the City Storage menu. The application strictly prioritizes the faulty HUD counter to enforce maximum capacity logic, resulting in a game-breaking early lockout of item collection.
Current Telemetry & Quantitative Data:
City Storage HUD Icon Counter Display: 489 / 590
Internal City Storage Inventory Menu Counter Display (and Manually Verified): 477 / 590
Persistent Inventory Miscount: +12 invisible, unrendered "ghost data packets" occupying index slots.
Observed Bug Behavior & Systems Impact:
Progressive Memory Leak / Compounding Drift:
This state desynchronization is not static. The database variance originated approximately 7 months ago with an item count error of only +3 ghost items. Over a 7-month operational window, the variance has progressively expanded to a +12 item count error. This indicates a cascading write-error on the cloud database, where specific transaction types permanently fail to decrement the total storage integer upon resource consumption.
Server-Side State Persistence:
Restarting the game after clearing out the cache didn't fix it. Also buying and selling items in the Trade Depot doesn't fix this miscount. A complete client-side wipe was executed by uninstalling the application, purging local device caches, and reinstalling a fresh build from the storefront. Upon authenticating and downloading the cloud save profile, the 12-item discrepancy still persisted. This proves that the data corruption resides natively within the cloud database save-state file on the EA servers, completely independent of local hardware configurations.
Critical Gameplay Block (Logic Gate Failure):
The game engine utilizes the HUD display value rather than the raw inventory array to process the Storage Full boolean rule. Consequently, when the HUD counter hits 590/590, the application triggers a hard-lock on all incoming items. This shortens my actual usable inventory capacity to 578 real items, entirely blocking me from collecting manufacturing outputs or completing commercial trades, despite having 12 empty physical grid slots.
I have already attempted to resolve this through the in-game Customer Service portal. The front-line support staff stated they lacked the tools to do anything and closed the inquiry without resolution.
URGENT REQUEST: Because this inventory miscount is progressive and actively shrinking my gameplay capacity every few weeks, I am escalating this here so it can be routed directly to a SimCity BuildIt Game Developer, Software Engineer, or Account Database Specialist to fix this issue.
I have attached a screenshot that shows this error. You will notice on the left that the count under the HUD City Storage icon is 489/590 while on the right the count seen inside the City Storage menu is 477/590
Any help would be greatly appreciated.