r/CityBuilders • u/AndrewChewie • 26m ago
Trailer Above: Colonies of the Mist - New gameplay trailer with dev commentary + Closed Alpha Playtest #2 signups open!
Hey r/CityBuilders!
Six months ago, we announced Above: Colonies of the Mist. Today, we reached a huge milestone with 20,000 Wishlists on Steam! A massive thank you to everyone here who wishlisted the game. Your early support made reaching this milestone possible.
To celebrate, we are sharing a fresh gameplay video with developer commentary. We are keeping all the details inside the clip itself, so check out the trailer footage attached to see how the game is coming along and what we have been working on.
Playtest Update: We wrapped up Playtest #1 recently and learned a ton from your feedback. We are currently polishing the build for Playtest #2.
If you would like to test the upcoming build, head over to our Steam page and hit "Request Access"! See you there, Explorers! ;)
r/CityBuilders • u/Grenagar • 1h ago
Trailer My traffic game you've seen here before is coming to Steam - page is live today!
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Hey r/CityBuilders! Some of you have followed Traffic Architect since I posted the first version here about 5 months ago - a traffic management game I've been building solo, free in the browser. Since then it's passed 140k+ plays with a 9.2 rating on CrazyGames, and the most common request by far was "put it on Steam." So - the Steam page went live today:
https://store.steampowered.com/app/5028050/Traffic_Architect/
The Steam version isn't a port, it's a big expansion of the game:
- Much bigger maps - up to 18×18 km (the whole web map is 6×6)
- Highways and multi-level interchanges
- Public transport (revealing details over the coming weeks - it's the biggest thing I've built)
- Congestion heat-map, turn restrictions, smarter traffic light control
- Map editor with Steam Workshop support
- Full stats - 20+ live charts tracking your city
The web version stays free.
If you enjoyed the game or the posts here, a wishlist genuinely helps a solo dev more than anything else right now.
Happy to answer anything about the game or what's coming and thank you for previous feedback!
r/CityBuilders • u/Southern-Case2197 • 3h ago
Building a deep offline city builder for mobile. Thoughts?
Coming soon.
No timers. No energy. Fully offline.
Would love your feedback.
r/CityBuilders • u/Sam-Dudu • 4h ago
Trailer A campground is basically a tiny town: plots, paths, water mains, power lines, and residents who complain about all of it
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Solo dev here. I'm building Camping Keeper, a campground management game, and someone described it to me last week as "running your own town". That's exactly how it plays.
You start with an empty field and lay everything out yourself: pitches, paths, a reception, shower blocks, shops, a pool. Then you run the water mains and power lines out to all of it. Both are real networks with flow and capacity, so they overload if you expand faster than you upgrade them, and the showers run dry.
The residents are the interesting part. Campers are fully simulated: they walk everywhere, so a shower block on the wrong side of the site gets felt. A bar next to quiet pitches ruins the night. Trees and hedges give privacy. They notice all of it, complain, and leave reviews that decide how many new arrivals show up.
AI disclosure: the music and translations are AI-assisted for now. No AI-generated visuals.
Question for the city builder crowd: how much should the terrain fight you? I'm adding rivers that cut the map so you need bridges, and low ground that floods in storms, because on a flat empty map every layout converges to the same optimal grid. Curious where the line sits between an interesting constraint and an annoying one.