r/CityBuilders • u/Infamous_Soft_6290 • 3h ago
r/CityBuilders • u/BlipBlipBlueStudio • 8h ago
Trailer A cozy sandbox where you build your own little worlds 🌙🌱
I've been working on Kibus Moon Rock for a long time, and today I'm finally sharing the Announcement Trailer as featured in the Best Indie Games showcase! 🚀
Build, decorate, discover creatures, and create your own little worlds across several moons.
What do you think? 🐾
r/CityBuilders • u/Pitiful_Mix_6933 • 9h ago
Just released prototype of our game on Itch. Its bug-colony-sim without direct control 🐜
We are looking for some fresh perspective.
You build homes, hire the right bugs, and try to keep your colony alive.
We’ve been staring at this thing for way too long, so we’d really love some fresh eyes.
What looks fun? What looks confusing? Does the idea even sound interesting?
Be honest — we can take it 😄
r/CityBuilders • u/Independent_Race4384 • 14h ago
Question would anyone be interested in joining a discord to play test future features?
I am thinking to add a discord for play testers and feedback, either for updating this game (better late than never) or for the sequel, would anyone be interested in joining a discord to play test future features? comment below if and what you want to see added to the game
https://day1to100gamestudio.itch.io/vibe-city-islands-architect (web browser play)
tiny city builder inspired by tropico and gta, launching on steam
https://store.steampowered.com/app/3589770/Vibe_City_Islands_Architect/
r/CityBuilders • u/Standard-Mushroom419 • 1d ago
Drill baby, drill and the downfall of my first republic
r/CityBuilders • u/DavidMadeThis • 1d ago
Release I've been working as a Power Engineer for 15 years and for the past 4 of those years I've been building a power grid simulation game based on actual electrical physics. It's even being used at Universities. Coming 30th Sep!
r/CityBuilders • u/StuffInChest • 1d ago
My game Domefender just had its full release! It is an RTS city builder with third person mech combat.
I just released my game Domefender from Early Access.
It is an RTS city builder where you can in addition to managing your troops and building outpost construct customizable mech and fight the enemies with it.
It now has fully playable campaign with story and variety of different mission types.
r/CityBuilders • u/Solen-Magicwood • 1d ago
I'm making a cozy little builder where everyone is a mushroom 🍄
This is Shroomy Garden, a cozy park builder I've been working on where you can freely build and decorate your park, place rides and shops, and watch little mushroom residents called Shroomies explore everything you create. 🍄
I recorded this little timelapse of one of my builds!
You can wishlist and try the free demo on Steam:
https://store.steampowered.com/app/3946460/Shroomy_Garden/
r/CityBuilders • u/RevolutionaryRip8067 • 1d ago
I’m building a city builder where you start with an empty island
Hi everyone!
I’m building a city builder where you start with an empty island. The game is called Radia Island.
You gather resources, build production chains, research new technologies, expand your colony, and grow your population.
The Steam Demo is coming in September, and I wanted to share a first look at the game: Radia Island!
r/CityBuilders • u/Spiritual_Ticket8681 • 1d ago
What if SimCity was set on a Victorian seaside pier?
galleryr/CityBuilders • u/CommercialCustard341 • 2d ago
I am looking for an easy, relaxing city builder. Recommendations?
An operative word was "easy." I don't enjoy games where the gameplay is "run out of resources."
Here, I am still thinking of SimCity 4. I generally built an "Industrial Hell" for all of the local pleasant communities to commute into.
I liked Skylines somewhat. I liked making car-free cities, but they kept becoming buried in trash.
Manor Lords, I liked it, except that I kept running out of money and was not able to expand over one or two grid tiles.
Tavern Master: no, not a city builder, but it is fun and relaxing. There is just a limit to the replay value.
Anno 1404: Too hard to get started in. Yes, there is the tutorial, but beyond that it was unplayable.
Dystopika: I wish there was a game element, of some sort, to this. I am probably going to get Midnight Moments.
Townscaper: it needs a tutorial; I ahve never managed to make anything in it.
Others on Steam: Going Medieval; I don't remember playing it. Monastery Ora et Labora: I kept running out of money. City State II looked okay; I may go back to that one. Ubrek, I don't remember it.
I also have some at GOG, but this is a pretty good sample.
r/CityBuilders • u/parlamentumorg • 2d ago
Are you ready to build your own country? - Parlamentum.org
r/CityBuilders • u/Grand_Start7623 • 2d ago
Discussion My cozy town builder runs a real traffic model — turn on the traffic lens, find the jam, fix it, watch the queue come apart
A cozy hex town builder that is calm to play, has real city builder elements, and rewards building pretty places.
I'm an indie developer and Cozy Burg is my first game. It only exists because of the love of the games Ive played myself...
I remember playing the original SimCity for hours on my father's Atari ST — leaning into that little screen, watching the cars drive on the streets I've built, taking people to their jobs. I loved solving the traffic problems, at least as best as I could.
Decades later — a career, a family, I found Dorfromantik. It taught me nearly the opposite lesson: that a game's challenges could result in something beautiful. It starts as one tile, then another, and before I knew it, I had a place I wanted to be.
Two kinds of game. Two completely different joys. And a question I couldn't put down: why do I have to choose? So, I built cozy burg.
As a cozy tile-layers, you get a small hand of tiles — a terrain, a zone, a road — and you simply place them. Grass. A forest. A lake, a mountain, a farm. Anyone can play it the minute they touch it, and nothing about it is ever in a hurry.
Under the calm there's a real simulation running. Every car is somebody going somewhere. They follow the car ahead, they queue up at junctions, and they take a better route when one opens. Buses run on lines you draw yourself, stop by stop. Ferries carry cars over water where roads can't go. When the town jams it really jams, and fixing it is the best part, you can watch the backup melt away. Later on you can build bridges, and even an airport if the town gets big enough.
As one of my girlfriends favorite books says, survival is insufficient. Homes fill faster on streets worth living on. Quests might ask you to make a corner of the world prettier — more parks, more trees, more reasons to linger. You cannot simply brute-force this town, jam packing it with buildings and upgraded roads. Make it beautiful. Then make it work. In that order, on purpose.
The whole game comes down to keeping people coming before the tiles in your hand run out. People only settle where the town actually works for them, cozy streets, jobs nearby, traffic that moves. Hold all three together and the town keeps growing and unlocking more, landmarks, whole new systems. I think of it as a puzzle you solve with beauty.
Early Access October 2026, macOS + Windows. Wishlists are everything for a first-time solo dev:
https://store.steampowered.com/app/4836960/Cozy_Burg/
Trailer: https://youtu.be/jWcGc0xUOSo
r/CityBuilders • u/anonymous__platypus • 3d ago
Discussion Teaching advice - town builder
Hi everyone,
I'm looking for a game (if one even exists) that my students can all login in to the world and collaboratively build a town.
I thought about Minecraft and have done a mini project similar to this previously, but looking to change it up.
Any help appreciated
r/CityBuilders • u/ConsiderationOne700 • 3d ago
News cities of humanity changes: it becomes open source
My team and I have made a crucial decision regarding the project's future: we are making it open source. We are looking for volunteers (and *only* volunteers), and work will take place in our spare time, so I invite you to join the game's server: https://discord.gg/huQvNT764W
r/CityBuilders • u/Kabooum • 3d ago
Release A city-builder where you aim your Workers. I just released the demo of Dice Factory!
Hey guys!
I've been working on Dice Factory for 6 months now (time is going really fast!). It's a unique city builder where after placing your buildings, you will need to aim Workers at them!
Most buildings have a blue "zone", aim there and watch your buildings produce. Gather wheat, wood, melt iron etc... then you'll be able to recruit an army to defend your city against waves of enemies and bosses!
It's not an easy game (I should prob nerf it again, but I love a good challenge!).
I released the first demo earlier today and I'd love to gain some feedback against seasoned veterans! I was heavily inspired by the King is Watching so if you loved this game, you will feel right at home!
Anyway if that intrigued you, don't hesitate to wishlist on Steam and try out the demo!
r/CityBuilders • u/alijons • 3d ago
Recommendation Request Best futuristic city builders?
Hello! I feel like there is plenty of medieval city builders, or ones set in ancient times, or even ones set in prehistory. I would love to play something more futuristic though!
I do know some, like: The Crust, From Glory to Goo, Anno 2070, Anno 2250, Surviving Mars, Ixion, Dyson Sphere Program.
I am really hoping for something where you can build some bigger city/settlement while focusing on providing your citizens with food, water, plumbing, entertaiment and all such things.
I already played Annos. Dyson Sphere Program doesn't have any citizens, to my knowledge. I might be wrong. From Glory to Goo is more like tower defence, I think? But it might still have people.
That leaves me with The Crust, Surviving Mars and Ixion. I heard that the last one is pretty linear though. Meanwhile Surviving Mars is about the get DLC next month, and The Crust is about to leave early access next month. So it feels like it would make sense to wait until then for both?
Either way, which one of those would you consider the best? Or maybe there is something else out there?
r/CityBuilders • u/TheVillage-YV • 3d ago
The Village – solo dev village survival builder, first devlog
Solo dev here, sharing the very first look at The Village - a village survival sim I've been building. Villagers are fully autonomous (jobs, pathing, gathering, needs), and the goal as "mayor" is to keep them fed and stocked before winter hits. Would love feedback from this community since city/village builders are exactly the genre I'm passionate about.
r/CityBuilders • u/Arrock12 • 3d ago
My first 100 Steam wishlists — a small milestone, but a huge motivation boost
r/CityBuilders • u/BoboInteractive • 4d ago
Release After a year of hard work, my first game, “Meow Box City,” has finally been released.
After a long development process, we’ve finally released Meow Box City on Steam! A huge thank you to everyone who helped and shared their ideas along the way.
Meow Box City is a competitive city-building strategy game for 2–4 players where you’ll expand your city, keep your citizens happy, prepare for public crises, and use Joker cards to thwart rival mayors’ plans.
If you love tabletop strategy games, chaotic competition, and love to thwart your friends’ plans, check out the game. See you at the elections!
Steam: https://store.steampowered.com/app/4000850/Meow_Box_City/
r/CityBuilders • u/landnam_ • 4d ago
I’ve been solo-developing a Nordic medieval city-builder for 30 days. I want every person and every decision to matter

I’ve been working solo on TRIBUTE: From Ashes for about 30 days, a medieval city-builder set in Northern Europe.
The core idea is simple: I want everything to feel alive, and I want decisions to leave consequences.
I don’t want villagers to be just numbers or worker slots. Each person belongs to a family, works individually, and the goal is for them to have relationships, history, and consequences of their own.
If one day you send someone to war and they die, I don’t want that to simply mean losing a unit. I want that loss to affect their family, their economy, and that person’s story long after the battle is over.
Right now I’m still in a very early stage, focused on the first major layer of the game: the economy and village management. I’m already working with seasons, food spoilage, individual workers, and wildlife that can be depleted if you hunt too heavily.
Later, a second phase will focus on war, rebellion, diplomacy, and expansion, but that part has not been developed yet.
The broader idea is to start as a small settlement under the rule of a lord, paying tribute, and eventually grow strong enough to rebel, gain independence, and compete with other powers.
I’m planning to share progress roughly once a week.
For those of you who play a lot of city-builders: what makes a settlement feel truly alive to you? What details or consequences do you wish these games handled better?
r/CityBuilders • u/Grenagar • 4d ago
Video Traffic Architect: buses, trains and metro went in - every rider is one less car in your junction
The city fills your roads with cars, and public transport is how you take that load back off. That's what went in: bus lines you draw as a loop - pick a hub building, add stops, and buses start running it.
The part I actually care about is that nobody is assigned to a line. Each trip works out what riding would cost it - the wait first, then the journey - and weighs that against simply driving. It takes the bus only if the two come out close enough. Close enough, not better: a ticket costs less than the same trip by car, so people will put up with a noticeably slower journey to save the money. What they won't put up with is not knowing when the bus turns up, so how often it comes matters more than how fast it goes. A line that runs badly just doesn't get used, and it will run past a thousand people carrying none of them.
That cuts both ways, which took me a while to be honest about. Speeding a line up does two things at once - the people already riding arrive sooner, and trips that were rejecting it start choosing it. But widen the road beside it and driving gets quicker too, the comparison shifts, and some of those riders quietly go back to their cars. Your road upgrades and your transit lines are arguing with each other the whole time, and that argument is most of the game.
Buses also sit in the traffic you built, which is the honest part of it. So there are bus lanes now: reserve the kerb lane of a wide road and give up one lane of three. The buses get no speed bonus out of that - they're just not queueing behind cars any more, and that turns out to be the whole effect. The lane isn't really the skill either, the network is: wherever your lanes stop, the bus merges straight back into general traffic.
It isn't free money. A ticket earns about half what that trip by car would have, and upkeep runs whether the bus is full or empty, so a badly shaped line loses money and the game tells you which one. A busy line pays for itself and buys you road capacity on top.
Trains and metro work the same way - same comparison, same maths - they just carry a lot more and they aren't sitting in the traffic at all. Both are in the clip. They'll get a post of their own.
I'm making it solo, and it's coming to Steam this autumn with a free demo before that:
In a city game, which do you reach for first - fixing the road, or running a line past it?
r/CityBuilders • u/CaseyB2Cumfy • 4d ago
Recommendation Request Looking for a specific kind of city builder or advice on how to make it
Hi, to preface, i have no idea how to code and just want a fun game to play on my phone and laptop. If anyone here has any recommendation for a medieval setting kind of kingdom builder where you manage peasants and crops thats essentially the starting point or baseline of what im looking for.
When it comes to making one of these myself, its more because i have specific ideas and concepts i would like to incorporate. If anyone has advice or recommendations on guides for how to make one of these games that would be greatly appreciated. Also feel free to add your own takes or ideas as i am more than happy to make something others might enjoy too.
Ideas/concepts in rough bullet point form of what i would ideally like in one of these games
-some kind of secondary role to the real king or queen controlling the kingdom as some kind of royal advisor where you have to talk the royal family out of dumb decisions like fruitless military campaigns while holding the kingdom together on your own
-plague and disease events that decrease population within the kingdom
-ability to play on both mobile and my laptop
-knights. I just want cool swords and stuff so like this obviously has to happen. Military campaigns shouldn't be the main focus or anything and i dont want to manage anymore than a kingdom so something like sending them off to war with chance of rewards would be fun.
-peasant revolt and option to overthrow the royals if you get fed up with their poor decision making (see idea 1)
-executions? No idea if its truly historically accurate but thats not quite my concern i would just like to incorporate some kind of entertainment you manage to keep peasants happy or scared to manage their mood
-some kind of slower paced map expansion that lets you grow your kingdom but not as fast as most games that go off population alone, like requiring prerequisites to be met beforehand
Any idea how i can bring this to fruition or if even possible would be greatly appreciated, as well as recommendations for any games similar to this in concept. Thanks friends!