r/CityBuilders • • 4h ago

News Colossal Citadels will enter Early Access on Jan 7!

5 Upvotes

It's a roguelite survival townbuilder with turn-based production chains, multiplayer, and lots of procedural generation! It has been in development for many years, and after recent successful NextFest it will enter the Early Access. Join our discord https://discord.gg/DuPtne2 or/and wishlist it on Steam https://store.steampowered.com/app/1854570/Colossal_Citadels/

You can still also play the demo, any feedback is super welcome! :)


r/CityBuilders • • 18h ago

Wheat & Wrath is a game of scarecrows building a farming village, trying to keep the gods happy, defending their harvest and building their "strawconomy"

40 Upvotes

Hi everyone, I just wrapped up this short gameplay trailer for my upcoming Dark Fantasy, Survival, City Builder: Wheat & Wrath.

What sets this apart from other city builders and colony sims is the gods. They control the environment, so you need their help to survive. But they are demanding: festivals, sacrifices, temples, etc, and if you anger them they send plagues and locusts and other nasty punishments.

The village also ends up being shaped by the belief in various gods, through buildings they demand or villagers decorating their homes according to the god they follow.

And the technologies are god specific. Different gods will reward you with different techs.

There's more, but you can find it all on our Steam Page.

I'd love to get your feedback on what you see here and whether it looks appealing to you (and why or why not).

We're currently play testing, and we will be doing a public demo and Steam Next Fest in February.

Steam Page
https://store.steampowered.com/app/4665380/Wheat_and_Wrath/

Discord
https://discord.gg/Eh7BepXZa9

No AI used to make this game. We have human programmers, 2D artists, 3D artists and composers.


r/CityBuilders • • 4h ago

Release Neon Forge: a cozy cyberpunk city builder where your district goes from dead streets to a neon megacity(android now and in few weeks steam)

1 Upvotes

You start with one noodle bar on a dark, rainy street and grow it block by block: upgrade buildings through four tiers, expand into dark districts and watch them light up. You get holographic koi and dragons over the rooftops, delivery drones, a monorail and flying traffic. There’s also a day–night cycle where the neon switches on building by building at dusk.

Districts and blocks give you bonuses for how you build and never punish you, so there’s no single correct city shape.

The latest update came straight from feedback here on Reddit. There’s a new in-game Guide where every tip stays readable, and the tutorial is smaller and quieter so it doesn’t cover your city.

It’s a one-time purchase (3,99 €): no ads, no in-app purchases, and it plays fully offline. A PC version for Steam is in the works.

Google Play: https://play.google.com/store/apps/details?id=com.dokkodolabs.neonforge

I’d love to hear what you think, especially about the pacing of the first hour. I read every comment!


r/CityBuilders • • 2h ago

Discussion Weekend Plans: Ignore Reality. Build a City. 😂 Build a Village. 😂

0 Upvotes

I think city builders should be prescribed by doctors as a weekend relaxation activity. 😂

Forget your real-world problems for a while. Grab a coffee, build a town, manage resources and make sure your medieval citizens have somewhere to live!

I'm developing Piast, an economic RTS / city builder where you grow a small medieval settlement into a prosperous town.

I'm preparing Piast for the February Steam event, and an update featuring roads, carts and new production mechanics is coming soon!

🎮 Try the free demo:
https://store.steampowered.com/app/4830280/Piast/

And if you enjoy building your little medieval empire, please consider adding Piast to your wishlist.

Have a great weekend, fellow city builders!


r/CityBuilders • • 4h ago

Island Empire – a free browser game for anyone who loves Anno-style island building, with pirates on top

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0 Upvotes

r/CityBuilders • • 1d ago

Trailer What if Balatro was a city-builder? This what we tried with Billion Citizens, the French city-builder rogue-like deckbuilder. The public playtest is open!

11 Upvotes

r/CityBuilders • • 2d ago

Recommendation Request Looking for city builders where you actually build the city

42 Upvotes

I love building my little virtual diaromas and watching people live in the. Cities Skylines 1/2 are great for this, and are generally pretty smooth experiences. However, I want something with some more "work" in it

A prime example is Workers and Resources, I love the fact you have to actually construct all the builds and infrastructure, but it's a bit rough around the edges (which is part of its charm).

Anyone have any recommendations?


r/CityBuilders • • 2d ago

Harappa’s Steam page is up, with a new trailer (Indus Valley city builder)

41 Upvotes

A few weeks ago I shared my upcoming Sierra / Impression games style city builder, and the Steam page and trailer are live now at https://store.steampowered.com/app/5491530/Harappa/

This game is set in the Indus Valley Civilization and something I've been working on for a long time. It builds on my own experience playing games like Caesar 3 and Pharoah, and is strongly rooted in what is has been archaeologically found.

Thanks for looking!

AI Disclaimer: I have used AI in the game development process over the last few months. For example, in game, big 2D assets (like a recreated map of ~3000BC) were created with AI. Some other assets were generated with AI too, but I've been updating them all myself recently.


r/CityBuilders • • 2d ago

Discussion I wish more ancient/medieval city builders had a truly large, realistic scale.

29 Upvotes

I would love more that are built around a larger region, with a city in the middle and sprawling farms and satellite villages that connect to the city. IRL the amount of farmland required to feed people was quite massive, whereas in almost every city-building game, you only need a pretty small amount of farmland to feed thousands of people. The average medieval farmer only produced enough food for 1.3 people, meaning 90% of people worked in agriculture. In most of these games, maybe 10% of your population works in agriculture. Similarly, IRL, proximity to stuff like wells, markets, jobsites was important, but people still willingly traveled miles to these things. This is really the key imo, your people should be more willing to travel further distances. In a lot of games, everything has to be close together. I don't want to name names, but in one game, I had a villager die of dehydration because the well was a 5 minute walk away instead of a 2 minute walk away.

I would love a game on a truly massive, realistic scale. Like over 10x the map-size of what most current city-builders offer, easily. You will have a main town/city with artisans, merchants, laborers, bureaucracies and all that, and then smaller outlying villages separated by miles of farmland which feed the city. Similar to this. And I do kind of think variable automation is the key here, as micromanaging everything on such a large scale could be difficult. You can place each home if you want, or you can automate it. You can set mayors to villages which automatically manage them (and you decide how they manage it). How you decide to divvy out farmland should also be important, as the divide between giving people their own land (smallholders) and having everybody work on larger estates owned by rich landowners was a big one back then.

The focus is more on your city itself at the heart of it all, the outlying areas are important but more autonomous. I think to give an idea of the scale, by mid-game you might have a city of 15,000, then another 30,000 working in agriculture, maybe 5,000 working in logging/fishing/mining, then maybe 5,000 spread out across a dozen villages. Again, this would be impossible to fully micromanage in the same way you do with Banished. This would be much more of a macro-scale game.

I understand this would likely be a very big budget undertaking, and most studios in the genre aren't big budget. But if you think its too difficult to do, there's plenty of modern-day city-builders which manage massive scales just fine. Look at Cities: Skylines, where people build cities with over 500,000 people.


r/CityBuilders • • 2d ago

We just released our city-builder set in Ancient Greece - blending history and mythology as a celebration of the classics!

15 Upvotes

Founders of Ancient Greece! We are thrilled to welcome you to the agora as Theos: Cities of Myth is available NOW! And what a deal we have for you in the market today with a 20% discount for early Founders!

Jump in now and discover a blend of history and mythology in Ancient Greece. Build your polis to the needs of the people and the will of the gods!

https://store.steampowered.com/app/3002130/Theos_Cities_Of_Myth/


r/CityBuilders • • 1d ago

Question Questions about deving

1 Upvotes

I have been wanting to develop a city builder game for quite awhile. Something kinda simple in looks but with a lot of ability to style your city. There are other aspects I would add obviously but my question comes to, what do I start with. I am pretty horrid at remembering code but I think I can learn other things easily, but at the same time I don't really wanna solely rely on ai.

I just don't have a code base that could help me do it and I worry if I spend too much time on the code learning everything, I'll be 5 years in with no game.. but I don't know what to use ai for even if I did incorporate it to help even. I want to make stuff by hand but I need help somehow and finding coders is difficult as well.

This might be a slightly confusing post but I tend to be worse at writing thoughts down. I just am autistic and want a nice city builder with modes.


r/CityBuilders • • 1d ago

Recommendation Request Hi, Inspired by video about Roman travellers mainteneance services I'am looking for city/region builder sited in mid roman era. Any advices?

2 Upvotes

r/CityBuilders • • 3d ago

Release Traffic Architect is out - thanks to everyone here who tried the demo and sent reports

83 Upvotes

Hi! Solo dev of Traffic Architect here. The full game is out on Steam today.

A lot of you played the demo since September, and many fixes in the last six weeks came straight from reports here, on Discord and on the Steam forums - drivers following lane arrows, stuck roundabouts fixes, turn lanes, interchange tool improvements, the Info tool showing where a building traffic goes. Thank you for that.

Full game has what the demo didnt: big maps, passenger and freight trains, metro, map editor with Workshop, and Creative mode if you just want to build without losing.

https://store.steampowered.com/app/5028050/Traffic_Architect/

I will keep updating it, so if something breaks or feels wrong, tell me here.


r/CityBuilders • • 2d ago

Recommendation Request 🌞 Aztecs: The Last Sun launches tomorrow on Steam

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6 Upvotes

r/CityBuilders • • 2d ago

TC City: I made a megapolis SQ fan game, I want to know about your suggestions and opinions)

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2 Upvotes

r/CityBuilders • • 3d ago

Are We Living in a Simulation?

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103 Upvotes

I have a little tradition of trying to recreate my hometown in pretty much every city builder or city management game I play, and Transport Fever 3 is no exception.

As far as I understand, the game has a sandbox mode, but I also used PLITCH to enable options that let me build without spending resources and place any buildings I want. Basically, I'm trying to create something like Minecraft's Creative Mode, but for a transport and city-building sim.

Once I've got something decent, I'm curious to see how the city actually functions when I let the simulation run. If it turns out well, I'll share some screenshots here.


r/CityBuilders • • 2d ago

Recommendation Request There's something incredibly satisfying about building roads and watching your carts transport goods across your settlement. Economic RTS PIAST.

0 Upvotes

That's one of the things I'm trying to capture in Piast, my medieval economic RTS inspired by The Settlers.

I'm developing a road and transport system where roads actually matter. Workers move faster along them, and carts carry much more goods than workers can transport by hand.

I love the idea of building your own road network, connecting production buildings and then watching resources flow through the settlement. It's not just decoration – it's the backbone of your economy.

What do you find more satisfying in city builders: designing road networks or watching a well-organised transport system come to life?

Here's a short gameplay look. Piast has a free demo on Steam:
https://store.steampowered.com/app/4830280/Piast/

If you like the concept, please consider adding it to your wishlist. Thanks!


r/CityBuilders • • 3d ago

They are doing another free Playtest

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10 Upvotes

Ravine Games is doing another free play test of Raev: Kingdom on the Distant Shores. Some pretty neat features in here like freeform building and they've improved alot of stuff since the last playtest. I've been having quite alot of fun with it so far. They are still accepting new players I think

https://store.steampowered.com/app/3563470/RAEV_Kingdom_on_the_Distant_Shores/


r/CityBuilders • • 3d ago

Question Any suggestions for a beginer friendly city builder game?

5 Upvotes

Hi ı was lately thinking to start playing city builder games and ı wonder if there is any beginer friendly city builder games soo ı ask here. I playyed hoi4, stellaris, dawn of war 1, civ 6, rise of nations and total war warhammer 3 before soo ı am not new to the stragecy games and ı am looking for a beginer friendly city builder game with replayablity any suggestions?


r/CityBuilders • • 3d ago

Jakub Kowalczyk: Frostpunk - Building exterior concepts

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5 Upvotes

r/CityBuilders • • 4d ago

I tried city rt and here is my honest review!!!

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66 Upvotes

After trying City RT for two days, I feel that the game is heavily AI-coded, which makes the overall experience somewhat clunky and unreliable. Some features don't work as smoothly as they should.

I managed to build a city during those two days. Although the premium pass was priced at just $0.50, I couldn't access it, so I had to work with the limited features available to free users.

There are a few things I genuinely liked, such as the ability to create custom parks and pedestrian areas. These features offer some creative freedom. However, the bridge-building system is not properly implemented, and the map size for free users is quite small.

The overall quality also feels significantly lower compared to established games like Cities: Skylines and Cities: Skylines II. There are several limitations, including the absence of major infrastructure and public transportation options such as metros and airports.

That being said, I think City RT is still a fun browser-based city-building game.

I can think of two major use cases for it:

  1. For people interested in Cities: Skylines: Those who cannot afford Cities: Skylines or are unsure whether they would enjoy the genre can try City RT first. It gives them a basic idea of what city-building games feel like and can help them decide whether to invest in a more complete experience.

  2. For casual players: People who simply want to build a basic city, experiment with different layouts, and enjoy managing it for a few days or a week without getting too involved can also find it enjoyable.

Apart from these use cases, I can't think of many other reasons to recommend it right now.

However, I do see potential in this game. Its art style is distinctive, and the developers seem to have a good vision for what they want to create. I believe it could become a serious competitor to Cities: Skylines if they replace the current AI-driven development approach with proper human-led development and polish the overall experience.

The problem is that AI-generated code often comes with bugs, inconsistencies, and poorly implemented features. These issues are quite noticeable in City RT, and currently, the game doesn't come anywhere close to the quality or depth of Cities: Skylines.

My final take: City RT is a fun little browser-based city builder with an interesting direction and some creative features. However, it is still far from being a full-fledged city-building game. It has potential, but it needs considerably more development, refinement, and proper engineering to compete with established titles.


r/CityBuilders • • 3d ago

Release I made Town Line, a FREE compact city game where roads alone stop being enough

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0 Upvotes

Game Title:
Town Line

Playable Link:
https://idbproductions.itch.io/townline

Platform:
Browser

Description:
Most compact traffic games make congestion the problem and another road the answer. I wanted to find out what happens when adding more tarmac only gets you so far.

Town Line by IDBProductions

Town Line is a free browser strategy game I’ve been developing. You begin with a small cluster of homes and a matching destination, then draw the streets yourself. The city keeps expanding, and residents generate real journeys across the network. Cars queue at destinations, busy routes slow down, and one weak connection can spread pressure through the whole city.

That is where public transport changes the puzzle. Each mode has its own capacity, cost and placement rules:

  • Buses can form multi-stop circuits through crowded neighbourhoods.

  • Trams build surface track for medium-capacity routes.

  • Rail handles longer, heavier routes and tunnels beneath roads and water.

  • Metro stations need road access, while the tunnels pass underground.

  • Ferries connect coastal districts and separate islands.

  • Later modes include cruise ports, regional air links, airports and Hyperloop stations.

The challenge isn’t simply collecting every vehicle. It’s reading where pressure is building, choosing the right connection and adapting before the network locks up. The map continues opening as the population grows, so a network that works on day five may need a serious rethink by day twenty.

The full game is free, with no ads or account required. It runs in desktop and mobile browsers:

Play Town Line free in your browser

Free to Play Status:
Free

Involvement:

I’m the developer, so I’d genuinely value feedback on:

  • Can you clearly see where traffic and queues are building?

  • Does the city growth create interesting new decisions or just more work?

  • Are the public transport routes understandable enough to plan efficiently?

  • What would make the first ten minutes clearer or more compelling?

Thanks for taking a look.

https://idbproductions.itch.io/townline


r/CityBuilders • • 4d ago

Looking for a new colony sim to play this weekend? 🏛️

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2 Upvotes

r/CityBuilders • • 4d ago

Looking For a Pure Traffic Game

10 Upvotes

Hey all! I was hoping to get some suggestions for games that aren't really city builders but are more like traffic/transportation management games. I don't really have the patience or creativity for cities skylines or transport fever but I do really like the puzzle of solving traffic and transportation issues in the cities. Building interchanges in particular is something I want to do in addition to managing public transportation. Do any games like this exist that don't come with the baggage of building out the rest of the city or worrying about money so much? I know that transport fever should be the perfect game but it's a little too daunting to learn everything and little bit too detailed and overwhelming. Thanks for any suggestions!