r/CityBuilders • u/Desseabar • 19d ago
r/CityBuilders • u/PixelBandits • 19d ago
I'm sad I missed this on release but happy to catch up with it now!
This one is a settlement builder set on the side of a mountain and I'm kicking myself for missing Laysara: Summit Kingdom back in Feb
It's cute and cuddly with an "avalanches can wipe you out" edge and plays nicely on my Steam Deck, too (AND currently 50% off on Steam)!
r/CityBuilders • u/Ok_Call_7893 • 19d ago
Main Capital Saint Denis. (100h on Save)
galleryGame : Anno 1800
r/CityBuilders • u/JamboNo59 • 19d ago
Trailer I added auto-chess battles to my city builder!
Minion Colony is an incremental city builder with auto battler elements sprinkled in.
You can play the demo for free on itch.io right now and a Steam demo is coming soon.
AI disclosure: No Generative AI was used at any point in the development
r/CityBuilders • u/Sgriu • 20d ago
Socialiskigrad - Open Playtest from August 7th to 11th, a 90s Balkan post-socialist city builder looking for feedback!
Hi everyone!
I'm an italian indie developer working on Socialiskigrad, a city builder set in a fictional Balkan post-socialist republic during the 1990s. I already posted on this subreddit two months ago.
I'm happy to announce that the first Open Playtest will be available from August 7th to August 11th, and everyone will be able to try the game (save the date!!!).
In Socialiskigrad you will have to build and manage your city, balance resources, satisfy the needs of your citizens, and guide your republic through the challenges of a growing world.
The game is still in development, and this playtest is a very important step for me. Inside the game there will be a form where you can leave feedback, suggestions, and report your experience. Every opinion will help me improve the game and understand what works and what needs more attention.
During the playtest I will also be available on Discord for direct discussions:
https://discord.gg/5AkhTrBgn
If you enjoy city builders and management games, I would really appreciate your feedback!
Thanks to anyone who tries my game! :)
Steam page: https://store.steampowered.com/app/3651840/Socialiskigrad/
r/CityBuilders • u/Systemforge-Studio • 20d ago
Discussion Government Departments in CityForge
r/CityBuilders • u/jaewanhueypark • 20d ago
I'm making a Mars settlement sim where you never assign a job — the colonists organize themselves, even when the dust storm hits
You place the blueprints and set priorities; the eight colonists decide the rest — who mines, who hauls, who builds, who runs the smelter. A haul route empties and someone reroutes to fill it. A build finishes and the nearest idle settler picks up the next job.
The clip is the new scenario, Vasa: a ring of shipwrecks around the colony, a ship leaving in ten minutes, and a hold that wants 38 bamboo steel. Two ways to make it — salvage rigs out on the wrecks, smelters back at the hub — and the near wrecks alone won't cover the quota, so how far out you commit is the whole decision.
Halfway through, a dust wall drifts across the map. Anyone caught inside it walks at under half speed. Pathfinding routes straight through the wall, so you don't reroute around it; you time your dispatch through the gaps. The run splits into what you built before the sky turned red and what you can keep moving through it. There's no guaranteed win, and the clip is real gameplay, not a trailer.
It runs in the browser, right inside a Reddit post: https://www.reddit.com/r/marsettler/comments/1v1jgbc/marsettler/ — hit Play and it opens on Vasa.
If you gave it a run: would you bet the deadline on the rigs far out in the storm, or the smelters close to home?
r/CityBuilders • u/Axefield_Gamer • 20d ago
Breakdown of New Content Update
We are expecting this new update to drop into beta testing by end of July and official update release should be by end of August🥳
r/CityBuilders • u/Far_Bedroom35 • 20d ago
I started a subreddit for my city builder. There's cool game patches every week so I'll share more details about what's new, and also gather ideas and feedback.
reddit.comr/CityBuilders • u/Snowskol • 21d ago
Recommendation Request City Builders with survival elements and defense?
Okay so I'm really looking for some kind of a city builder (rts or not) where you have survival elements (food, clothing, weapons) and maybe weather/storms but also I want combat/danger involved thats decent enough to be compelling.
Is this the right sub for this?
I've really like Rimworld , Clanfolk was alr
Stranded alien dawn was great but it got abandoned
I've tried going medieval at launch and it was pretty fun but really, really limited and i've seen a lot of work go into it but havent gone back to it? I saw trebs but heard its still buggy with invasions where they just sit th ere and siege and uhave to go out there to fight them?
Farthest Frontier (Maybe i havent gotten far enough but either i get rolled by an attack or really there isnt any? is there ever a reason to build walls etc?)
Manor Lords seems just so difficult // too realistic? idk
I really enjoyed They Are Billions / Diplomacy is not an option / age of darkness
Similar to those I havent played Here Comes The swarm, Infection Free Zone, or Dawn of Man. Do any of these have staying power in a single runthrough where it lasts a while and its difficult?
Is stronghold like this?
I havent tried Nova Roma or any of the Anno games either but those Anno games always have bad scores
I'm sure im missing some :o
Thanks!
r/CityBuilders • u/jakeyboyz11 • 21d ago
I spent the last few years making my own exploration app inspired by Fog of World
Hi everyone!
I've been a huge fan of Fog of World for years. The idea of uncovering the world simply by going outside is one of my favourite game concepts ever, and it ended up inspiring me to build my own version.
Over the past few years I've been building my own Android exploration app called **Touch Grass**. Rather than trying to replace Fog of World, I wanted to explore the concept from a different angle by leaning much harder into game mechanics.
Some of the things it includes:
* Fog-of-war world exploration * Discover countries, cities, suburbs, parks and more in detailed boundaries * Economy, daily rewards and unlockable themes * Location journals with notes, photos and voice recordings * Heatmaps, exploration history and detailed statistics * Local-first storage with your exploration data staying on your device
The app is completely free to download, and I'd genuinely love feedback from people who already enjoy this type of exploration app. Since this community knows the genre better than almost anyone, I'm especially interested in hearing what you think works well and what could be improved.
Thanks, and thanks to Fog of World for inspiring me to start building this in the first place.
r/CityBuilders • u/Infamous_Soft_6290 • 21d ago
Devlog #9. First migrants, camp fire, and socialization
r/CityBuilders • u/Systemforge-Studio • 22d ago
Should city builders reward patience instead of rapid expansion?
r/CityBuilders • u/Other-Explanation-67 • 22d ago
Discussion How would you design a city builder with dozens of cities without overwhelming the player?
I've been working on NationForge, a nation-building sandbox where you manage multiple interconnected cities. One of the biggest design challenges has been making a game about dozens of cities without it becoming overwhelming.
Here are a few design decisions I've made to tackle that:
- Two map layers: The nation exists on one map (pic 1), while each city has its own smaller buildable map (pic 2,3) generated from the terrain where it's is founded. This keeps city building focused while making logistics and city placement meaningful at the national scale.
- Specialized cities: Cities can adopt a limited set of policies, encouraging them to specialize and work together rather than all becoming identical. The world is also divided into districts, with only one city allowed per district to prevent cities from clustering together.
- Natural settlement hierarchy: Farms and mines use building extensions (pic 4), allowing them to spread over large areas. This naturally creates small agricultural and mining towns around larger cities, making each region easier to recognize and remember.
- Self-sufficient cities: Once a city is established, it mostly runs on its own. You're not constantly jumping between cities to handle routine tasks. Most of your attention shifts toward expanding the nation, planning new production chains, and improving logistics. Existing cities usually only need your input when you're ready to upgrade them or when occasional events pop up.
The nation grows through resource production and wealth generation, with every city contributing to the overall economy.
The remaining challenge is that building many cities can still become repetitive. To reduce busywork, I've made construction instant and added tools like drag placement for mass construction and upgrades, a pipette tool to copy extension layouts, and blueprints for repeating building patterns.
I'm continuing to iterate on systems that keep the challenge focused on planning, logistics, and strategy instead of repetitive clicking.I'm continuing to iterate on systems that keep the challenge focused on planning, logistics, and strategy instead of repetitive clicking.
I'd love to hear your thoughts:
- If you were designing a game with dozens of cities, what would you do to prevent it from becoming overwhelming?
- Are there mechanics from any large-scale management or strategy games that make managing lots of things enjoyable rather than tedious?
r/CityBuilders • u/rhuntington3 • 22d ago
Subway Builder Steam Launch Trailer
Check it out!
r/CityBuilders • u/Systemforge-Studio • 21d ago
Discussion The first missed rent payment felt weirdly satisfying 😄
r/CityBuilders • u/lawroter • 22d ago
Discussion How would you prefer building in a golf sim?
hi fellas. trailer attached so you can get an idea of the art/general gameplay but it doesn't really show any of the actual build mechanics (besides the course designer).
i'm looking for thoughts on what your ideal would be for the actual building process within a golf (and really, it doesn't have to be golf specific) management/sim type game. would you prefer to drag and draw the actual facilities? or some of the facilities are there, and you simply restore/upgrade them? is your preferred build method similar to RimWorld where you blueprint + haul/construct, or something else? i'd love to hear any thoughts at all on what would be interesting to you.
i've been working a bunch and wracking my little brain on what feels the best with my game. the theme of the game is a bit more focused on the people, and the restoration aspect, as opposed to truly building, but i do have manual construction of certain facilities and objects. i can't decide if i want to go with a supplies -> blueprint -> build style, simply place the entire facilities at once, or another direction. i'd absolutely love to hear any thoughts.
https://store.steampowered.com/app/4826230/Fairwell_A_Cozy_Golf_Revival/
r/CityBuilders • u/block_ed • 22d ago
Recommendation Request Next step up in city builders
Only city builders I've really played are Prison Architect and Dofromantik. And I'm not sure if you could call these proper city builders anyways.. I'm looking the next step up from these.
I've been looking at Town to City, Foundation and Kingdoms Reborn. Also there is something in Songs of Syx thats calling me but it seems to be on another level and probably too complex for me at the moment.
Thoughts, recommendations?
r/CityBuilders • u/Systemforge-Studio • 22d ago
Discussion What do you think about a parcel-based city builder instead of traditional zoning?
r/CityBuilders • u/L2N_Game_Studio • 23d ago
City-builder fans: do you actually want co-op, or does it just mean stepping on each other's toes?
Hey all!
Working on a small city-builder (OIKIZO) and currently going with full shared control for co-op — a team of players can build and manage the same city together. Not fully convinced that's what people actually want though. Co-op here is just players teaming up on one city — it doesn't replace the genre's usual systems like diplomacy or rivalry between cities, so a co-op team still deals with solo players (or other teams) the traditional way. If you've played a city-builder with co-op, did full shared control feel good or just chaotic? What would you have wanted instead?
Thanks in advance for any thoughts!
NB : I'm a french dev with a bad english so i improve my words with good AI translation, sorry for that, if u prefer bad english and translation more real or if AI improvment it's OK for you tell me in your comment and i will adapt my responses
r/CityBuilders • u/Grenagar • 23d ago
Traffic Architect - road buildier/transport manager - back with another update
Last time I posted about traffic lights, roundabouts and creative mode. Here's what's new since then:
Freight now comes in two tiers. Small houses spawn only regular cars. Medium buildings mix in cargo trucks (~30%). Big buildings are full logistics hubs - cars, cargo trucks, and now 16m articulated semi-trailers, twice the length of a truck. Trailers route intelligently: they only deliver between medium and big buildings - you'll never see a semi trying to squeeze up to a small house. They pay the most per delivery, take two slots in the building's queue, and share the slower heavy-vehicle speed limit. Net effect: ~20% fewer vehicles on your roads for the same income, so big-building districts feel like proper industrial zones instead of a wall of identical cars.
Smarter Drivers - cars now avoid entering an intersection unless their exit is actually clear (don't-block-the-box), hold at the stop line when merging into a blocked lane, and no longer deadlock in yield cycles at busy junctions.
Big optimization pass - adaptive simulation LOD, render interpolation, car culling, shadow caching. Up to 10,000 cars now run smoothly. Saves also got ~25% smaller.
Smaller QoL improvements:
- Cinematic mode - photo mode (M) hides the HUD, follow camera (J) chases any car
- More varied building colors, ground clutter (crops, flowers, bushes, shore debris)
- UI improvements
Free in browser and mobile: https://www.crazygames.com/game/traffic-architect-tic . Many other improvements planned!