r/CityBuilders

▲ 64 r/CityBuilders+1 crossposts

How a small country town can grow into an industrial city in our game. Do you like this progression?

u/stanis_d3 — 17 hours ago

Best multiplayer city builders to play with partner?

My partner loves cozy cute games and is a big book girlie, I on the other hand am more let's total war or mount and blade

I love crusader Kings and goal is to get her into that through her love of the sims

We just bought kingdoms reborn last night and only stopped because we had work

Only got a few hours in and seems fun but can see it lacking complicity I like end game and the cozy make your town look cute and well designed feel she likes of over designing.

I want to find something nice and sanboxy for us both to relax in.

She is also a big rimworld player

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u/Spenraw — 1 day ago
▲ 33 r/CityBuilders+4 crossposts

Some initial update on the project dev.

As you can see, the map is a 524 km wide octogonal. Worked extensively on 45*/90* grid.

u/Ericqc12 — 2 days ago
▲ 29 r/CityBuilders+4 crossposts

Patchland - upcoming cozy tile-placer. Now with animals!

Patchland is a relaxing strategy game where you create your own world by building it from scratch using tiles. Connect various biomes, earn points, complete quests, and add animals to the map to create increasingly larger and more beautiful landscapes.

In Patchland you start with an empty space and a small supply of tiles. You slowly expand your landscape by adding more elements. It is a game without rush and without great challenges, perfect to sit down, relax, and occupy your mind with pleasant tile placement.

u/altulek — 2 days ago
▲ 0 r/CityBuilders+1 crossposts

Long‑term vision: naval trade, living NPCs, kingdom building, and AI diplomacy – what do you think is realistic?

So I've been thinking about Manor Lords a lot lately—probably too much—and I wanted to toss out some ideas and see what the rest of you think. Not as feature demands or "the game should have X," but more as a speculative conversation about where this thing could go over the next few years.

A quick preface: I know Greg (Slavic Magic) has built out a small team now, so the old "it's just one guy" constraint isn't quite as tight as it used to be. That said, scope is still scope. I'm just curious what feels plausible, what feels like a pipe dream, and what might actually run counter to the game's identity.

Here's what's been bouncing around my head.

1. Naval and river trade

Rivers already exist on the maps, and in the real Middle Ages, river trade was everywhere—barges moving wool, timber, salt, grain. Coastal trade too. So I wonder: will we ever see something like fishing boats as a real food source? River trade posts that let you move goods between regions without building more roads? Seasonal ice that actually changes your logistics in winter? Maybe even small‑scale naval skirmishes—cogs, archers, boarding actions?

Or does all that pull focus away from the land‑based manor fantasy? Curious where people land on this.

2. NPCs and the "living world" question

Right now, families work, sleep, walk to market. It's a solid foundation—no complaints. But I find myself wanting a little more chaos, you know? The kind of stuff that makes a town feel like it has a pulse. Like NPCs forming families over time—births, marriages, inheritance. Maybe a blacksmith who gets genuinely wealthy, or a farmer with a petty feud against his neighbor. Small emergent stuff. Festivals. Disputes. Petitions you don't have to micromanage.

Is that even desirable in a city‑builder? Or am I basically asking for The Sims: Medieval Edition at that point?

3. AI that plays by the same rules

This one bugs me a little. Enemy lords right now mostly exist to be a nuisance. They don't really manage an economy. They don't trade with each other or form grudges. I'd love to see AI lords who actually have to balance their own towns, who can become trade partners or rivals, who might blockade your river routes or raid your fishing boats if you're not paying attention. Bandits and pirates as semi‑independent factions instead of scripted annoyances.

With a small team now instead of just Greg solo—do you think something like this is realistically on the table? Or is strategic AI just never going to be a priority?

4. End‑game and scale

Once you've built a couple of large towns, the game starts to feel like it's missing a next act. I've wondered about expanding into something like a small kingdom or duchy—multiple regions under your rule, vassal lords, that kind of thing. Maybe different government structures: merchant republics, feudal monarchies, confederations of towns. Each with different tax systems, councils, military obligations. And then institutions like military academies or merchant guilds that add economic depth beyond basic supply and demand. Castle sieges. Real fortifications.

But here's the question: does Manor Lords want to stay a "manor" game, or could it naturally grow into a regional power simulator? I honestly don't know which I'd prefer.

5. External trade and economic interdependence

The internal economy is fine, but I keep thinking about external trade as a missing layer. Specializing your region for export—high‑quality wool, iron tools, whatever. AI towns that have real shortages and surpluses, so trade actually matters. Long‑distance routes (river or sea) with risks like piracy or tolls. Even trade embargos as a political tool.

Would that deepen the game or just make it overly complicated?

Look, I'm not asking for any of this tomorrow. The game is early access, the team is small, and I get that. But I'm genuinely curious what the community thinks—what excites you, what feels out of scope, and what you'd prioritize if you were in the design seat.

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u/johnnyknowsall — 4 days ago
▲ 434 r/CityBuilders+5 crossposts

After 4 years with Godot, demo for my first Steam game is finally live — a 2D medieval colony sim

Is a big week for me as I actually made somewhat valuable. I always liked strategy genre and was aiming for that from the beginning of the dev path. Last decade I tried Unity, got few lessons but skipped as it seemed too hard.

Wasn't easy but with Godot I could actually start understand at least something. I would recommend official Godot courses as I used them and it helped a lot on the start.

So, here we are. I am glad to present a Demo. No matter hit or not, I feel rather satisfied with what I did at this stage :D

You may want to check Feudal Craft on Steam: https://store.steampowered.com/app/3480890/Feudal_Craft/

u/vartemal — 5 days ago

Am I the only one

Who never finishes a City because I grow dissatisfied with the look and start over again? Especially with games that give you the freedom to be really creative. I really enjoy Town to City at the moment, but my layout always seems to be lacking. And seeing other players incredible cities does not help either.

reddit.com
u/Unlucky-Mud-8115 — 5 days ago

We are making Beyond Astra, a space 4X game where you can actually build cities directly on planetary surfaces

Hi everyone!

We are Alex and Valentin, making Beyond Astra, an innovative real-time 4X strategy game offering a unique blend of sci-fi grand strategy, planetary city-building, and RTS combat.

We spent the last 6 years coding a custom engine to experience a seamless scale: you can zoom from your cities all the way out to the galactic view in an instant, with zero loading screens.

In most space 4X games, planetary management is just a spreadsheet of slots and icons. In Beyond Astra, playing directly on planetary surfaces anchors the depth of grand strategy into a concrete, palpable experience.

We recently published a Dev Log diving specifically into the city-building aspect of our game, and we thought this community might find it interesting!

In it, we showcase the different architectural styles players can choose from at the start of a game. We also explain how we adapted the core DNA of city-building to a galactic scale:

  • A Living Evolving Population: Cities are the beating heart of any civilization, with billions of citizens simulated in the background.
  • Physical Logistics: Resources aren't just global numbers, they are physically transported across the galaxy.
  • Scaling up: We share details on the design choices we made (like City Template system) to ensure management stays deep, fluid, and fun, even as your empire progress technologically and expands across dozens of planets.

You can read the full article and see more screenshots here: Galactic-Scale City-Building

We would love to hear your thoughts, feedback, or any questions you have about mixing city-building with grand strategy!

u/NebuleGames — 6 days ago

Any City Renovators?

Looking for recommendations for a genre that might not exist. I’ve been reading a lot recently about the large-scale renovations of Major cities in 19th century Europe, like the Hobrecht plan in Berlin or what Haussmann did to Paris, and it has me wondering if there’s any city builder games that do something similar. Most city builders tend to be about building up from nothing, or almost nothing, with maybe some scenarios that start you with a larger, dysfunctional city to fix.

What I’d really like is a game about renovating these larger archaic cities into something more modern. Like, in those scenarios where you start with a dysfunctional city, it’s usually just a matter of making them work the way other cities in the game do. I’m imagining starting with a city that does function, and in some ways making it more dysfunctional to push forward this drive towards industrialization, higher population density, and more deliberate city planning. Are there any games put there like that? I’m not super picky; new or old, indie or AAA, I’m willing to check out whatever’s out there.

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u/Busco_Quad — 5 days ago

Please recommend some historical style city building games. Preferably with goals to meet.

I already own:

  • Emperor: Rise of the Middle Kingdom,
  • Banished
  • Patron
  • and Pharaoh.
reddit.com
u/Equivalent_Safe1365 — 5 days ago
▲ 966 r/CityBuilders+3 crossposts

Today I released the Steam page for my post-socialist 90s citybuilder inspired by the Balkans

After a year of development, today I finally released the Steam page for my video game Socialiskigrad, a citybuilder set in a fictional post-Soviet Balkan republic in the 1990s.

If you want to check it out, here's the link to my Steam page: https://store.steampowered.com/app/3651840/Socialiskigrad/

u/Sgriu — 8 days ago
▲ 837 r/CityBuilders+2 crossposts

Where it started vs where it is now

It is over a year since I started working on my relaxing medieval city builder game The Merchant’s Eden. It was quite a journey this far. I learned a lot, struggled even more but as the game is coming closer to being finished there is this weird mixture of excitement, fear, joy and self doubt all at once.
There are still quite stress- and eventful times ahead of me before I can finally press the release button, but can’t wait to finally do it.

Biggest learning: making a game is one thing, actually releasing one something completely different. The things that need to happen all around it is definitely something most people probably underestimate.

u/NorseSeaStudio — 8 days ago

Rain & Thunder rolling through my medieval city-builder ⚡🌧️ Sound On! 🔊

Storms rolling across the empire 🌧️⚡

Ingame footage from my large scale medieval city builder and RTS set in the Holy Roman Empire (800-1806). Dynamic weather, growing cities, production chains, massive battles and sieges are all part of the experience.

Every wishlist really helps the project and gives the game more visibility on Steam ❤️

Wishlist now!
https://store.steampowered.com/app/4359200/Build_It_Up__The_Holy_Roman_Empire/

u/TecEnterprise — 6 days ago

Does this capture the SimCity magic? First impressions of the "Metropolis 1998" Steam Demo.

Hey guys and gals, I just checked out the free demo for Metropolis 1998 on Steam, and it is a huge nostalgia trip. If you miss that classic 90s SimCity feel, this needs to be on your radar.

In my opinion, the main draw here is the incredible level of customization. It’s still really early days, so right now it plays more like a satisfying map painter than a full simulation, but it could be great for retro gaming fans down the road.

I made a short video showing off the customization tools and first impressions here if you want to see the gameplay.

Let me know your thoughts!

youtu.be
u/MrInternationalBunal — 6 days ago
▲ 503 r/CityBuilders+3 crossposts

Ten Years In The Making: Our Colony Sim Space Haven has Been Released as 1.0 Today!

After ten years since its initial conception, our colony sim Space Haven has finally reached 1.0. This game has been a true labor of love for us, and with our small team we've put everything we've got into it.

Your colony is a customizable spaceship or station that you build, manage, expand, and defend while exploring the universe in search of a new home. Every resource you find is another piece of survival for your crew, including waste recycling and, in extreme cases, other humans. In space, nobody can know you put Billy in the Composter!

We've drawn inspiration from many cool things across popular space operas and jammed them into the game. If you're a fan of RimWorld, Oxygen Not Included, and other base-building games, this one could be for you.

It would mean the world to us if you checked out Space Haven on Steam.

u/YueHikari — 8 days ago

Looking for a google maps-esque city builder

So I've been going on an internet expedition looking for a specific type of city-building game, but I just couldn't find it. A bit of background for starters, I've purchased Cities: Skylines and went past the hour limit for refund waiting for the game itself to load. And so now I've been searching for months for city-building games that have these attributes (not all, but the first 2 are definitely the most important ones):

  • Simple Google Maps style top-down 2D (not 2.5) view: Something that would not put as much strain on trying to load a lot of 3D graphics into the mix, while you could argue some of the attributes in the bottom equate to 3D, it should put less strain on a lot of hardware. I already see games with this map's aesthetic, but they're not actual citybuilders and just puzzle games
  • Much of the CS capabilities: the most important here are the freedom of shapes we can have in stuff like roads and rails, we can make it curved, circular, twisty, and not limited to a blocky pixelated aesthetic most 2.5D citybuilders have. To make it clear here, I did not have any hate towards 2.5D pixel style citybuilder, it certainly is a good aesthetic choice, and I still love games like that, but sometimes there are places where curved roads are still needed to represent a city. A good one to have is also the option to route public transport and assign routes and specific vehicles to routes, and watch them go around the city (tbh most citybuilders already have this)
  • Optional (cause if such game didn't exist, I genuinely would probably try to learn coding to make it or not depending if next semester will give me more time for myself), a simple asset maker: Make your own asset of buildings with specific shapes and connection (where parking lot is, did it have train tracks that can go through it), think of it as easy as an MS paint (modern one with layering) where we can make layer 1 (or even -1 to -2) have specific shape and layer above it to have different shape, so we can pass a road under a building second layer overhang. Also, because buildings sometimes conform to the shape of the land they inhabit, it would open up a lot more building variety

Now I know some might say something like "Just use MS Paint at that point" and while it's true that it's so simple we could do it in MS Paint, it is a lot more enjoyable to watch those public transport moves in our google map-esque cities than just building the roads, and under the same argument games like "Rule The Waves" can be substituted for spreadsheet and drawing tools

So yeah, I am pretty much looking for this kind of game; the musts are just the first 2 specifications, and I would definitely consider a game if one did exist. Thank you for taking the time to read this, and I wish you all well

u/Polycrase_Tulip — 7 days ago
▲ 134 r/CityBuilders+1 crossposts

We announced KingFish, an asymmetric co-op citybuilder for 2 players. One plays as the Fish from a strategic view, while the other plays as the King from an isometric view. Different roles, one goal.

u/Crystal_Spammer — 8 days ago
▲ 42 r/CityBuilders+2 crossposts

Factory Town 2: Paradise EA release date

Hey everyone, Erik (Factory Town and Factory Town Idler) has a release date for his new game called "Factory Town 2: Paradise".

Release Date Teaser:

https://www.youtube.com/watch?v=RJsjGZlwObQ

Steam Page:

Factory Town 2: Paradise on Steam (https://store.steampowered.com/app/3312130/Factory\_Town\_2\_Paradise/)

Gameplay:

This NEW Volcano Feeding Factory Builder Is PERFECT! (https://www.youtube.com/watch?v=\_qUKz3bP6Yc)

u/EccentricWarmonger — 7 days ago
▲ 116 r/CityBuilders+1 crossposts

A Little Age - Real Time Strategy City Builder

Sup folk,

I've been working on this game for about a year on my spare time. I release a Demo on Steam a few months ago and have received a lot of good feedback.

Seems the base of the game is fun and people like it. The artstyle is also good enough I think.

I dediced to make this game super small in scope, originally was trying to do one of those Dorfromantik or Islanders types of games, but couldn't crack it and ended up deciding to make a bit more complex so it could be a more fun to play (and replay).

The game is match based. Think it seaps through that RTS is probably my fav genre te play. But I decided to make this game as intuitive, chill, and easy to play as I could.

I've alrady have plans to add a few more things before I can release (ideally Q3-4 this year), for example I want to add roads, biomes, rivers, building upgrades, and stuff like that.

There's also a list of quality of life features that get usually requested; zoom with the mouse wheel is a big one :D

The world is all procedurally generated so every time you play you'll get a different world, and many of the new stuff I have in mind is to make the world more interesting and to tie biomes to resource availability to make things more interesting.

Think the main aspect of the game is that you don't build 1 city, you build many, each with its own local economy, and you hire dudes to haul resources between them. Is not quite trading, is more like actual resource management where you set up what should go were as if the settlements are collaborating instead of compeeting with each other.

This is the game on Steam: https://store.steampowered.com/app/1530850/A_Little_Age/

If you have some time please take a look. I'm going to be on the June Next fest this year and any suggestions, feedback, or comments are greatly appreciated :)

Thanks for your time :)

u/Evigmae — 8 days ago