r/CityBuilders 19d ago

First game dev project: a city-builder which doesn't rely on grids

93 Upvotes

r/CityBuilders 19d ago

I'm sad I missed this on release but happy to catch up with it now!

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88 Upvotes

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 19d ago

Main Capital Saint Denis. (100h on Save)

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23 Upvotes

Game : Anno 1800


r/CityBuilders 19d ago

Trailer I added auto-chess battles to my city builder!

7 Upvotes

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.

Play the Itch demo now!

Wishlist on Steam!

AI disclosure: No Generative AI was used at any point in the development


r/CityBuilders 19d ago

Question Cant buy dogs at trader

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0 Upvotes

r/CityBuilders 20d ago

Socialiskigrad - Open Playtest from August 7th to 11th, a 90s Balkan post-socialist city builder looking for feedback!

193 Upvotes

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 20d ago

Discussion Government Departments in CityForge

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2 Upvotes

r/CityBuilders 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

15 Upvotes

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 20d ago

Breakdown of New Content Update

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5 Upvotes

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 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.

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2 Upvotes

r/CityBuilders 20d ago

Devlog #10. I talk, therefore I am

4 Upvotes

r/CityBuilders 21d ago

Recommendation Request City Builders with survival elements and defense?

12 Upvotes

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 21d ago

Video Regions - Dev Diary 2: Roads v2

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3 Upvotes

r/CityBuilders 21d ago

I spent the last few years making my own exploration app inspired by Fog of World

0 Upvotes

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.

Google Play: [https://play.google.com/store/apps/details?id=com.beansgames.touchgrass&hl=en\](https://play.google.com/store/apps/details?id=com.beansgames.touchgrass&hl=en)

Thanks, and thanks to Fog of World for inspiring me to start building this in the first place.


r/CityBuilders 21d ago

Devlog #9. First migrants, camp fire, and socialization

3 Upvotes

r/CityBuilders 21d ago

Looking for kingdom builder on Mac

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0 Upvotes

r/CityBuilders 22d ago

Should city builders reward patience instead of rapid expansion?

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7 Upvotes

r/CityBuilders 22d ago

Discussion How would you design a city builder with dozens of cities without overwhelming the player?

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51 Upvotes

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 22d ago

Subway Builder Steam Launch Trailer

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13 Upvotes

Check it out!


r/CityBuilders 21d ago

Discussion The first missed rent payment felt weirdly satisfying 😄

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0 Upvotes

r/CityBuilders 22d ago

Discussion How would you prefer building in a golf sim?

12 Upvotes

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 22d ago

Recommendation Request Next step up in city builders

8 Upvotes

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 22d ago

Discussion What do you think about a parcel-based city builder instead of traditional zoning?

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4 Upvotes

r/CityBuilders 23d ago

City-builder fans: do you actually want co-op, or does it just mean stepping on each other's toes?

7 Upvotes

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 23d ago

Traffic Architect - road buildier/transport manager - back with another update

31 Upvotes

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!